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Merge pull request #3661 from Anewbe/update_sight
Changes how darkvision works
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@@ -32,7 +32,7 @@ var/global/list/image/ghost_sightless_images = list() //this is a list of images
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var/anonsay = 0
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var/image/ghostimage = null //this mobs ghost image, for deleting and stuff
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var/ghostvision = 1 //is the ghost able to see things humans can't?
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var/seedarkness = 1
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// var/seedarkness = 1
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incorporeal_move = 1
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var/is_manifest = 0 //If set to 1, the ghost is able to whisper. Usually only set if a cultist drags them through the veil.
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@@ -1128,10 +1128,16 @@
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see_invisible = SEE_INVISIBLE_LIVING
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seer = 0
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if(!seedarkness)
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sight = species.get_vision_flags(src)
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see_in_dark = 8
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see_invisible = SEE_INVISIBLE_NOLIGHTING
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else
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sight = species.get_vision_flags(src)
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see_in_dark = species.darksight
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see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : SEE_INVISIBLE_LIVING
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var/tmp/glasses_processed = 0
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var/obj/item/weapon/rig/rig = back
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if(istype(rig) && rig.visor)
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@@ -1150,7 +1156,7 @@
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if(!glasses_processed && (species.get_vision_flags(src) > 0))
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sight |= species.get_vision_flags(src)
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if(!seer && !glasses_processed)
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if(!seer && !glasses_processed && seedarkness)
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see_invisible = SEE_INVISIBLE_LIVING
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if(healths)
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@@ -179,6 +179,10 @@
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return
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/mob/living/proc/update_sight()
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if(!seedarkness)
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see_invisible = SEE_INVISIBLE_NOLIGHTING
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else
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see_invisible = initial(see_invisible)
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return
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/mob/living/proc/handle_hud_icons()
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@@ -172,6 +172,12 @@
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src.sight |= SEE_MOBS
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src.see_in_dark = 8
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src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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else if (!seedarkness)
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src.sight &= ~SEE_MOBS
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src.sight &= ~SEE_TURFS
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src.sight &= ~SEE_OBJS
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src.see_in_dark = 8
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src.see_invisible = SEE_INVISIBLE_NOLIGHTING
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else if (src.stat != 2)
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src.sight &= ~SEE_MOBS
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src.sight &= ~SEE_TURFS
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@@ -210,3 +210,5 @@
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var/list/active_genes=list()
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var/mob_size = MOB_MEDIUM
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var/forbid_seeing_deadchat = FALSE // Used for lings to not see deadchat, and to have ghosting behave as if they were not really dead.
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var/seedarkness = 1 //Determines mob's ability to see shadows. 1 = Normal vision, 0 = darkvision
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