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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.
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@@ -26,7 +26,7 @@
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/mob/dead/observer/New(mob/body)
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sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
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see_invisible = SEE_INVISIBLE_OBSERVER
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see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
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see_in_dark = 100
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verbs += /mob/dead/observer/proc/dead_tele
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@@ -409,7 +409,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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set category = "Ghost"
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if (see_invisible == SEE_INVISIBLE_OBSERVER_NOLIGHTING)
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see_invisible = SEE_INVISIBLE_OBSERVER
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see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
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else
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see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
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@@ -1,18 +1,19 @@
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// AI EYE
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//
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// An invisible (no icon) mob that the AI controls to look around the station with.
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// A mob that the AI controls to look around the station with.
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// It streams chunks as it moves around, which will show it what the AI can and cannot see.
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/mob/aiEye
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name = "Inactive AI Eye"
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icon = 'icons/obj/status_display.dmi' // For AI friend secret shh :o
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icon = 'icons/mob/AI.dmi'
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icon_state = "eye"
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alpha = 127
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var/list/visibleCameraChunks = list()
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var/mob/living/silicon/ai/ai = null
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density = 0
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status_flags = GODMODE // You can't damage it.
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mouse_opacity = 0
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see_in_dark = 7
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invisibility = INVISIBILITY_MAXIMUM
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invisibility = INVISIBILITY_AI_EYE
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// Movement code. Returns 0 to stop air movement from moving it.
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/mob/aiEye/Move()
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