/mob/dead/observer/DblClickOn(var/atom/A, var/params) if(client.buildmode) build_click(src, client.buildmode, params, A) return if(can_reenter_corpse && mind && mind.current) if(A == mind.current || (mind.current in A)) // double click your corpse or whatever holds it reenter_corpse() // (cloning scanner, body bag, closet, mech, etc) return // seems legit. // Things you might plausibly want to follow if((ismob(A) && A != src) || istype(A,/obj/machinery/bot) || istype(A,/obj/singularity)) ManualFollow(A) // Otherwise jump else following = null forceMove(get_turf(A)) /mob/dead/observer/ClickOn(var/atom/A, var/params) if(client.buildmode) build_click(src, client.buildmode, params, A) return if(world.time <= next_move) return var/list/modifiers = params2list(params) if(modifiers["shift"]) ShiftClickOn(A) return if(modifiers["alt"]) AltClickOn(A) return // You are responsible for checking config.ghost_interaction when you override this function // Not all of them require checking, see below A.attack_ghost(src) // We don't need a fucking toggle. /mob/dead/observer/ShiftClickOn(var/atom/A) examinate(A) /atom/proc/attack_ghost(mob/user as mob) return // --------------------------------------- // And here are some good things for free: // Now you can click through portals, wormholes, gateways, and teleporters while observing. -Sayu /obj/machinery/teleport/hub/attack_ghost(mob/user as mob) var/obj/machinery/teleport/station/S = power_station if(S) var/obj/machinery/computer/teleporter/com = S.teleporter_console if(com && com.target) user.forceMove(get_turf(com.target)) /obj/effect/portal/attack_ghost(mob/user as mob) if(target) user.forceMove(get_turf(target)) /obj/machinery/gateway/centerstation/attack_ghost(mob/user as mob) if(awaygate) user.forceMove(awaygate.loc) else user << "[src] has no destination." /obj/machinery/gateway/centeraway/attack_ghost(mob/user as mob) if(stationgate) user.forceMove(stationgate.loc) else user << "[src] has no destination."