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Refactors Mousepointers + Code improvements (#29960)
* blah * tweaks * refactor * awesome * put everything in mouse_icons folder * make spells work * update twin * tweak * woop woop * remove dynamic mousepointers * bam
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@@ -97,6 +97,7 @@
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if(!QDELETED(clicker))
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UnregisterSignal(clicker, list(COMSIG_CLIENT_MOUSEDOWN, COMSIG_CLIENT_MOUSEUP, COMSIG_CLIENT_MOUSEDRAG))
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clicker.mob.remove_mousepointer(MP_AUTO_GUN_PRIORITY)
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mouse_status = AUTOFIRE_MOUSEUP // In regards to the component there's no click anymore to care about.
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clicker = null
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if(!QDELETED(shooter))
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@@ -164,8 +165,7 @@
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return
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autofire_stat = AUTOFIRE_STAT_FIRING
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clicker.mouse_override_icon = 'icons/effects/mouse_pointers/weapon_pointer.dmi'
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clicker.mouse_pointer_icon = clicker.mouse_override_icon
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clicker.mob.add_mousepointer(MP_AUTO_GUN_PRIORITY, 'icons/mouse_icons/weapon_pointer.dmi')
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if(mouse_status == AUTOFIRE_MOUSEUP) // See mouse_status definition for the reason for this.
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RegisterSignal(clicker, COMSIG_CLIENT_MOUSEUP, PROC_REF(on_mouse_up))
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@@ -206,8 +206,7 @@
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STOP_PROCESSING(SSprojectiles, src)
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autofire_stat = AUTOFIRE_STAT_ALERT
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if(clicker)
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clicker.mouse_override_icon = null
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clicker.mouse_pointer_icon = clicker.mouse_override_icon
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clicker.mob.remove_mousepointer(MP_AUTO_GUN_PRIORITY)
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UnregisterSignal(clicker, COMSIG_CLIENT_MOUSEDRAG)
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if(!QDELETED(shooter))
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UnregisterSignal(shooter, COMSIG_MOB_SWAPPED_HANDS)
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