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Ports some old TG lighting + opacity refactors (#29724)
* lighting ports * missed these * fix * tweak optical scanners * Update code/datums/elements/light_blocking.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> --------- Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
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Contrabang
Burzah
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d175f3d1e4
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@@ -188,7 +188,7 @@
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// Please do not add one-off mob AIs here, but override this function for your mob
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/mob/living/simple_animal/hostile/CanAttack(atom/the_target)//Can we actually attack a possible target?
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if(isturf(the_target) || !the_target || the_target.type == /atom/movable/lighting_object) // bail out on invalids
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if(isturf(the_target) || !the_target) // bail out on invalids
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return FALSE
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if(ismob(the_target)) //Target is in godmode, ignore it.
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@@ -59,7 +59,7 @@
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health = maxHealth
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/mob/living/simple_animal/hostile/mushroom/CanAttack(atom/the_target) // Mushroom-specific version of CanAttack to handle stupid attack_same = 2 crap so we don't have to do it for literally every single simple_animal/hostile because this shit never gets spawned
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if(!the_target || isturf(the_target) || istype(the_target, /atom/movable/lighting_object))
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if(!the_target || isturf(the_target))
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return FALSE
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if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
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