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Adds Destroys.
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@@ -3,7 +3,7 @@
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// The datum containing all the chunks.
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/datum/visualnet/camera
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// The cameras on the map, no matter if they work or not. Updated in obj/machinery/camera.dm by New() and Del().
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// The cameras on the map, no matter if they work or not. Updated in obj/machinery/camera.dm by New() and Destroy().
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var/list/cameras = list()
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var/cameras_unsorted = 1
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chunk_type = /datum/chunk/camera
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@@ -43,6 +43,7 @@
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if(eyeobj)
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eyeobj.owner = null
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qdel(eyeobj) // No AI, no Eye
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eyeobj = null
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..()
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/atom/proc/move_camera_by_click()
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@@ -20,7 +20,7 @@
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HOW IT WORKS
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It works by first creating a camera network datum. Inside of this camera network are "chunks" (which will be
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explained later) and "cameras". The cameras list is kept up to date by obj/machinery/camera/New() and Del().
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explained later) and "cameras". The cameras list is kept up to date by obj/machinery/camera/New() and Destroy().
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Next the camera network has chunks. These chunks are a 16x16 tile block of turfs and cameras contained inside the chunk.
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These turfs are then sorted out based on what the cameras can and cannot see. If none of the cameras can see the turf, inside
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@@ -36,7 +36,7 @@
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/obj/effect/Destroy()
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updateVisibility(src)
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..()
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return ..()
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/obj/effect/New()
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..()
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