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Full Auto Gun Mode Component (#24998)
* Full Auto Gun Mode Component * Apply some refactoring * spaces mhmm * Some signal movement * Apply DGamerL suggestions * Unknown SIGNAL_HANDLER no more * Fix runtime if uid is passed * Why the hell you even care * god you serious --------- Co-authored-by: Gottfrei <zweisen@gmail.com>
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@@ -62,6 +62,9 @@
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var/datum/click_intercept/click_intercept = null
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/// Time when the click was intercepted
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var/click_intercept_time = 0
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//datum that controls the displaying and hiding of tooltips
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var/datum/tooltip/tooltips
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@@ -132,6 +135,27 @@
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var/list/active_keybindings = list()
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/// The client's movement keybindings to directions, which work regardless of modifiers.
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var/list/movement_kb_dirs = list()
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/// Used to make a special mouse cursor, this one for mouse up icon
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var/mouse_up_icon = null
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/// Used to make a special mouse cursor, this one for mouse up icon
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var/mouse_down_icon = null
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/// Used to override the mouse cursor so it doesnt get reset
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var/mouse_override_icon = null
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/// Autoclick list of two elements, first being the clicked thing, second being the parameters.
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var/list/atom/selected_target[2]
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/// Used in MouseDrag to preserve the original mouse click parameters
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var/mouseParams = ""
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/// Used in MouseDrag to preserve the last mouse-entered location.
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var/mouse_location_UID
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/// Used in MouseDrag to preserve the last mouse-entered object.
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var/mouse_object_UID
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/// When we started the currently active drag
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var/drag_start = 0
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/// The params we passed at the start of the drag, in list form
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var/list/drag_details
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/// The client's currently moused over datum, limited to movable and stored as UID
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var/atom/movable/moused_over
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