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WIP: Porting gun targeting
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@@ -132,7 +132,7 @@ Please contact me on #coderbus IRC. ~Carn x
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//this proc is messy as I was forced to include some old laggy cloaking code to it so that I don't break cloakers
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//I'll work on removing that stuff by rewriting some of the cloaking stuff at a later date.
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/mob/living/carbon/human/update_icons()
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world << "[src] CALLED THE HUMAN VERSION OF UPDATE_ICONS"
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lying_prev = lying //so we don't update overlays for lying/standing unless our stance changes again
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update_hud() //TODO: remove the need for this
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overlays = null
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@@ -443,18 +443,19 @@ proc/get_damage_icon_part(damage_state, body_part)
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update_hair(0)
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if(update_icons) update_icons()
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/mob/living/carbon/human/proc/update_targeted(var/update_icons=1)
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/mob/living/carbon/human/update_targeted(var/update_icons=1)
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// If someone's targeting you
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if (targeted_by.len)
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//If the target is already there and finished locking (after two seconds), put in locked state and be done
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if (overlays_standing[TARGETED_LAYER])
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if (overlays_standing[TARGETED_LAYER]||overlays_lying[TARGETED_LAYER])
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var/target_locked = image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locked")
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overlays_lying[TARGETED_LAYER] = target_locked
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overlays_standing[TARGETED_LAYER] = target_locked
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return
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var/target_locking = new/image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locking")
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var/target_locking = image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locking")
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world << "TARGET_LOCKING IS [target_locking]"
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//Put in our overlay, since it isn't already there
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overlays_lying[TARGETED_LAYER] = target_locking
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@@ -5,6 +5,7 @@
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return
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/mob/proc/update_icons()
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world << "[src] CALLED THE MOB VERSION OF UPDATE_ICONS"
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return
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/mob/proc/update_hud()
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@@ -63,3 +64,6 @@
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/mob/proc/update_inv_ears()
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return
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/mob/proc/update_targeted()
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return
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