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Kashargul 5926589c16 removes var/ inside all procs (#19450)
* removes var/ inside all procs

* .

* ugh
2026-05-05 10:55:17 +02:00

198 lines
4.7 KiB
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/*
AI ClickOn()
Note currently ai restrained() returns 0 in all cases,
therefore restrained code has been removed
The AI can double click to move the camera (this was already true but is cleaner),
or double click a mob to track them.
Note that AI have no need for the adjacency proc, and so this proc is a lot cleaner.
*/
/mob/living/silicon/ai/DblClickOn(atom/A, params)
if(client.buildmode) // comes after object.Click to allow buildmode gui objects to be clicked
build_click(src, client.buildmode, params, A)
return
if(control_disabled || stat) return
if(ismob(A))
ai_actual_track(A)
else
A.move_camera_by_click()
/mob/living/silicon/ai/ClickOn(atom/A, params)
if(!checkClickCooldown())
return
setClickCooldown(1)
if(client.buildmode) // comes after object.Click to allow buildmode gui objects to be clicked
build_click(src, client.buildmode, params, A)
return
if(multicam_on)
var/turf/T = get_turf(A)
if(T)
for(var/atom/movable/screen/movable/pic_in_pic/ai/P in T.vis_locs)
if(P.ai == src)
P.Click(params)
break
if(check_click_intercept(params,A))
return
if(stat)
return
if(control_disabled)
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"])
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(holo && istype(holo.masters[src],/obj/effect/overlay/aiholo))
var/curdur = get_dir(get_turf(holo.masters[src]), get_turf(A))
holo.masters[src].set_dir(curdur)
if(aiCamera.in_camera_mode)
aiCamera.camera_mode_off()
aiCamera.captureimage(A, usr)
return
A.add_hiddenprint(src)
A.attack_ai(src)
/*
AI has no need for the UnarmedAttack() and RangedAttack() procs,
because the AI code is not generic; attack_ai() is used instead.
The below is only really for safety, or you can alter the way
it functions and re-insert it above.
*/
/mob/living/silicon/ai/UnarmedAttack(atom/A)
A.attack_ai(src)
/mob/living/silicon/ai/RangedAttack(atom/A)
A.attack_ai(src)
/atom/proc/attack_ai(mob/user as mob)
return
/*
Since the AI handles shift, ctrl, and alt-click differently
than anything else in the game, atoms have separate procs
for AI shift, ctrl, and alt clicking.
*/
/mob/living/silicon/ai/ShiftClickOn(atom/A)
if(!control_disabled && A.AIShiftClick(src))
return
..()
/mob/living/silicon/ai/CtrlClickOn(atom/A)
if(!control_disabled && A.ctrl_click_ai(src))
return
..()
/mob/living/silicon/ai/AltClickOn(atom/A)
if(!control_disabled && A.AIAltClick(src))
return
..()
/mob/living/silicon/ai/MiddleClickOn(atom/A)
if(!control_disabled && A.AIMiddleClick(src))
return
..()
/*
The following criminally helpful code is just the previous code cleaned up;
I have no idea why it was in atoms.dm instead of respective files.
*/
/atom/proc/AIclick_ctrl_shift()
return
/atom/proc/AIShiftClick()
return
/obj/machinery/door/airlock/AIShiftClick(mob/user) // Opens and closes doors!
add_fingerprint(user)
user_toggle_open(user)
return 1
/atom/proc/ctrl_click_ai(mob/user)
return
/obj/machinery/door/airlock/ctrl_click_ai(mob/user) // Bolts doors
add_fingerprint(user)
toggle_bolt(user)
return 1
/obj/machinery/power/apc/ctrl_click_ai(mob/user) // turns off/on APCs.
add_fingerprint(user)
toggle_breaker()
return 1
/obj/machinery/turretid/ctrl_click_ai() //turns off/on Turrets
enabled = !enabled
updateTurrets()
return TRUE
/atom/proc/AIAltClick(atom/A)
return click_alt(A)
/obj/machinery/door/airlock/AIAltClick(mob/user) // Electrifies doors.
add_fingerprint(user)
if(electrified_until)
electrify(0, 1)
else
electrify(-1, 1)
// Clientside only notification
var/turf/root_turf = get_turf(src)
var/image/client_only/electrify_notice/zap = new('icons/hud/screen_gen.dmi', root_turf, electrified_until ? "stamina_crit" : "stamina_dead", OBFUSCATION_LAYER, SOUTH)
zap.place_from_root(root_turf)
zap.append_client(user.client)
return 1
/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
if(lethal_is_configurable)
lethal = !lethal
updateTurrets()
return TRUE
/atom/proc/AIMiddleClick(mob/living/silicon/user)
return 0
/obj/machinery/door/airlock/AIMiddleClick(mob/user) // Toggles door bolt lights.
if(..())
return
add_fingerprint(user)
if(wires.is_cut(WIRE_BOLT_LIGHT))
to_chat(user, "The bolt lights wire is cut - The door bolt lights are permanently disabled.")
return
lights = !lights
to_chat(user, span_notice("Lights are now [lights ? "on." : "off."]"))
update_icon()
return TRUE
//
// Override AdjacentQuick for AltClicking
//
/mob/living/silicon/ai/TurfAdjacent(turf/T)
return (GLOB.cameranet && GLOB.cameranet.checkTurfVis(T))