The AI eye now has a sprite.

Also defines new (see_)invisibility levels for the AI eye, to ensure that cultists visiting the other side cannot suddenly see it while still allowing observers to.
Uses a black and white version of the face hologram as placeholder.
This commit is contained in:
PsiOmega
2015-01-26 22:28:13 +01:00
parent 3d0ec78be1
commit f6b3bfce1c
4 changed files with 9 additions and 6 deletions
+2 -2
View File
@@ -26,7 +26,7 @@
/mob/dead/observer/New(mob/body)
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
see_invisible = SEE_INVISIBLE_OBSERVER
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
see_in_dark = 100
verbs += /mob/dead/observer/proc/dead_tele
@@ -409,7 +409,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set category = "Ghost"
if (see_invisible == SEE_INVISIBLE_OBSERVER_NOLIGHTING)
see_invisible = SEE_INVISIBLE_OBSERVER
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
else
see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
@@ -1,18 +1,19 @@
// AI EYE
//
// An invisible (no icon) mob that the AI controls to look around the station with.
// A mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/aiEye
name = "Inactive AI Eye"
icon = 'icons/obj/status_display.dmi' // For AI friend secret shh :o
icon = 'icons/mob/AI.dmi'
icon_state = "eye"
alpha = 127
var/list/visibleCameraChunks = list()
var/mob/living/silicon/ai/ai = null
density = 0
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
invisibility = INVISIBILITY_MAXIMUM
invisibility = INVISIBILITY_AI_EYE
// Movement code. Returns 0 to stop air movement from moving it.
/mob/aiEye/Move()