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https://github.com/yogstation13/Yogstation.git
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- Categorized invisibility stuff into #defines. If any errors appear - let me know.
- Hopefully addressed the concerns about the ultra-darkness. Night vision, mesons, thermals and material scanners now make you see through darkness. (Lighting code does not affect you) - Ghosts get a "toggle darkness" verb, which changes their see_invisibility. When the toggle is enabled, ghosts cannot see other ghosts. This is due to invisibility. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4235 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,6 +1,6 @@
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/obj/virus
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// a virus instance that is placed on the map, moves, and infects
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invisibility = 100
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invisibility = INVISIBILITY_LEVEL_ONE00
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var/datum/disease2/disease
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@@ -26,6 +26,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
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icon_state = "unknown"
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layer = 10
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mouse_opacity = 0
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invisibility = INVISIBILITY_LIGHTING
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var/lightswitch = 1
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var/area_lights_luminosity = 9 //This gets assigned at area creation. It is used to determine how bright the lights in an area should be. At the time of writing the value that it gets assigned is rand(6,9) - only used for light tubes
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@@ -6,3 +6,4 @@
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var/now_pushing = null
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var/cameraFollow = null
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var/tod = null // Time of death
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see_invisible = SEE_INVISIBLE_LIVING
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@@ -82,7 +82,7 @@ var/global/list/spawned_surprises = list()
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user.mutations.Add(XRAY)
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user.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
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user.see_in_dark = 8
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user.see_invisible = 2
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user.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if (!(COLD_RESISTANCE in user.mutations))
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user.mutations.Add(COLD_RESISTANCE)
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@@ -425,7 +425,7 @@
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M.mutations = list()
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M.see_in_dark = 2
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M.see_invisible = 0
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M.see_invisible = SEE_INVISIBLE_LIVING
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if (isblockon(getblock(M.dna.struc_enzymes, 1,3),1))
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M.disabilities |= NEARSIGHTED
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@@ -460,7 +460,7 @@
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M << "\blue The walls suddenly disappear."
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M.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
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M.see_in_dark = 8
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M.see_invisible = 2
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M.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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M.mutations.Add(XRAY)
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if (isblockon(getblock(M.dna.struc_enzymes, 9,3),9))
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M.disabilities |= NERVOUS
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@@ -1266,7 +1266,7 @@ ________________________________________________________________________________
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U << "Switching mode to <B>Thermal Scanner</B>."
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if(2)
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mode=3
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U.see_invisible = 0
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U.see_invisible = SEE_INVISIBLE_LIVING
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U.sight &= ~SEE_MOBS
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U << "Switching mode to <B>Meson Scanner</B>."
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if(3)
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@@ -581,7 +581,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
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//Allows the mob to grab a stealth icon.
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/mob/proc/NinjaStealthActive(atom/A)//A is the atom which we are using as the overlay.
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invisibility = 2//Set ninja invis to 2.
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invisibility = INVISIBILITY_LEVEL_TWO//Set ninja invis to 2.
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var/icon/opacity_icon = new(A.icon, A.icon_state)
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var/icon/alpha_mask = getIconMask(src)
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var/icon/alpha_mask_2 = new('icons/effects/effects.dmi', "at_shield1")
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@@ -15,7 +15,7 @@
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..()
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var/turf/T = loc
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Beacon = new /obj/item/device/radio/beacon
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Beacon.invisibility = 100
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Beacon.invisibility = INVISIBILITY_MAXIMUM
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Beacon.loc = T
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hide(T.intact)
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@@ -44,7 +44,7 @@
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if(!Beacon)
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var/turf/T = loc
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Beacon = new /obj/item/device/radio/beacon
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Beacon.invisibility = 100
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Beacon.invisibility = INVISIBILITY_MAXIMUM
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Beacon.loc = T
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if(Beacon)
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if(Beacon.loc != loc)
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@@ -15,7 +15,7 @@
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icon_state = "grey_target_prism"
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anchored = 1
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layer = 3
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invisibility = 2 // the turret is invisible if it's inside its cover
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invisibility = INVISIBILITY_LEVEL_TWO // the turret is invisible if it's inside its cover
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density = 1
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use_power = 1 // this turret uses and requires power
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idle_power_usage = 50 // when inactive, this turret takes up constant 50 Equipment power
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@@ -326,7 +326,7 @@ Status: []<BR>"},
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if(!anchored)
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anchored = 1
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invisibility = 2
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invisibility = INVISIBILITY_LEVEL_TWO
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icon_state = "[lasercolor]grey_target_prism"
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user << "You secure the exterior bolts on the turret."
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cover=new/obj/machinery/porta_turret_cover(src.loc) // create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second
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@@ -1032,7 +1032,7 @@ Status: []<BR>"},
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if(!Parent_Turret.anchored)
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Parent_Turret.anchored = 1
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Parent_Turret.invisibility = 2
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Parent_Turret.invisibility = INVISIBILITY_LEVEL_TWO
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Parent_Turret.icon_state = "grey_target_prism"
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user << "You secure the exterior bolts on the turret."
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else
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@@ -44,7 +44,7 @@
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var/enabled = 1
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anchored = 1
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layer = 3
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invisibility = 2
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invisibility = INVISIBILITY_LEVEL_TWO
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density = 1
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var/lasers = 0
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var/lasertype = 1
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@@ -251,7 +251,7 @@
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src.cover.icon_state = "turretCover"
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spawn(10)
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if (popping==-1)
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invisibility = 2
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invisibility = INVISIBILITY_LEVEL_TWO
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popping = 0
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/obj/machinery/turret/bullet_act(var/obj/item/projectile/Proj)
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@@ -206,7 +206,7 @@ var/list/sacrificed = list()
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usr << "\red The world beyond flashes your eyes but disappears quickly, as if something is disrupting your vision."
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else
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usr << "\red The world beyond opens to your eyes."
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usr.see_invisible = 15
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usr.see_invisible = SEE_INVISIBLE_OBSERVER
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usr.seer = 1
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return
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return fizzle()
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@@ -411,7 +411,7 @@ var/list/sacrificed = list()
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D.visible_message("\red [D] slowly dissipates into dust and bones.", \
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"\red You feel pain, as bonds formed between your soul and this homunculus break.", \
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"\red You hear faint rustle.")
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ghost.invisibility = 10
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ghost.invisibility = INVISIBILITY_OBSERVER
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ghost.key = D.key
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D.dust()
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return
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@@ -58,7 +58,7 @@ MASS SPECTROMETER
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M.invisibility = 0
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spawn(2)
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if(M)
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M.invisibility = 2
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M.invisibility = INVISIBILITY_LEVEL_TWO
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/obj/item/device/healthanalyzer
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@@ -204,7 +204,7 @@
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src.reagents.reaction(A, 1, 10)
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invisibility = 100 //Why am i doing this?
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invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
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spawn(50) //To make sure all reagents can work
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del(src) //correctly before deleting the grenade.
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else
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@@ -238,7 +238,7 @@
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src.reagents.reaction(A, 1, 10)
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invisibility = 100 //Why am i doing this?
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invisibility = INVISIBILITY_LEVEL_ONE00 //Why am i doing this?
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spawn(50) //To make sure all reagents can work
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del(src) //correctly before deleting the grenade.
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else
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@@ -1,7 +1,7 @@
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/mob/dead/observer/New(mob/body, var/can_reenter_corpse = 1)
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invisibility = 10
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invisibility = INVISIBILITY_OBSERVER
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sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
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see_invisible = 15
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see_invisible = SEE_INVISIBLE_OBSERVER
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see_in_dark = 100
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verbs += /mob/dead/observer/proc/dead_tele
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stat = DEAD
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@@ -235,3 +235,12 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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/mob/dead/observer/add_memory()
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set hidden = 1
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src << "\red You are dead! You have no mind to store memory!"
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/mob/dead/observer/verb/toggle_darkness()
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set name = "Toggle Darkness"
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set category = "Ghost"
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if (see_invisible == SEE_INVISIBLE_OBSERVER_NOLIGHTING)
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see_invisible = SEE_INVISIBLE_OBSERVER
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else
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see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
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@@ -5,7 +5,7 @@
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icon_state = "blob_spore_temp"
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pass_flags = PASSBLOB
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see_in_dark = 8
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see_invisible = 2
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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var/ghost_name = "Unknown"
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var/creating_blob = 0
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@@ -453,13 +453,13 @@
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sight |= SEE_MOBS
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sight |= SEE_OBJS
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see_in_dark = 8
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see_invisible = 2
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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else if (stat != 2)
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sight |= SEE_MOBS
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sight &= ~SEE_TURFS
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sight &= ~SEE_OBJS
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see_in_dark = 4
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see_invisible = 2
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if (sleep) sleep.icon_state = text("sleep[]", sleeping)
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if (rest) rest.icon_state = text("rest[]", resting)
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@@ -377,13 +377,13 @@
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sight |= SEE_MOBS
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sight |= SEE_OBJS
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see_in_dark = 8
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see_invisible = 2
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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else if (stat != 2)
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sight |= SEE_MOBS
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sight &= ~SEE_TURFS
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sight &= ~SEE_OBJS
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see_in_dark = 4
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see_invisible = 2
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if (sleep) sleep.icon_state = text("sleep[]", sleeping)
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if (rest) rest.icon_state = text("rest[]", resting)
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@@ -9,7 +9,7 @@
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if(blind) blind.layer = 0
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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see_in_dark = 8
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see_invisible = 2
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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tod = worldtime2text() //weasellos time of death patch
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if(mind) mind.store_memory("Time of death: [tod]", 0) //mind. ?
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@@ -216,13 +216,13 @@
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sight |= SEE_MOBS
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sight |= SEE_OBJS
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see_in_dark = 8
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see_invisible = 2
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
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else if (stat != 2)
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sight &= ~SEE_TURFS
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sight &= ~SEE_MOBS
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sight &= ~SEE_OBJS
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see_in_dark = 2
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see_invisible = 0
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see_invisible = SEE_INVISIBLE_LIVING
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if (sleep) sleep.icon_state = text("sleep[]", sleeping)
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if (rest) rest.icon_state = text("rest[]", resting)
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@@ -801,28 +801,28 @@
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if( stat == DEAD )
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sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
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see_in_dark = 8
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if(!druggy) see_invisible = 2
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(healths) healths.icon_state = "health7" //DEAD healthmeter
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else
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sight &= ~(SEE_TURFS|SEE_MOBS|SEE_OBJS)
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switch(mutantrace)
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if("lizard","metroid")
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see_in_dark = 3
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see_invisible = 1
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see_invisible = SEE_INVISIBLE_LEVEL_ONE
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else
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see_in_dark = 2
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if(XRAY in mutations)
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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see_in_dark = 8
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if(!druggy) see_invisible = 2
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(seer)
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var/obj/effect/rune/R = locate() in loc
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if(R && R.word1 == wordsee && R.word2 == wordhell && R.word3 == wordjoin)
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see_invisible = 15
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see_invisible = SEE_INVISIBLE_OBSERVER
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else
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see_invisible = 0
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see_invisible = SEE_INVISIBLE_LIVING
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seer = 0
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if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
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@@ -835,30 +835,30 @@
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target_list += target
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if(target_list.len)//Everything else is handled by the ninja mask proc.
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O.assess_targets(target_list, src)
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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if(1)
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see_in_dark = 5
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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if(2)
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sight |= SEE_MOBS
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if(!druggy) see_invisible = 2
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(3)
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sight |= SEE_TURFS
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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if(glasses)
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if(istype(glasses, /obj/item/clothing/glasses/meson))
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sight |= SEE_TURFS
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
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else if(istype(glasses, /obj/item/clothing/glasses/night))
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see_in_dark = 5
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
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else if(istype(glasses, /obj/item/clothing/glasses/thermal))
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sight |= SEE_MOBS
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if(!druggy) see_invisible = 2
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if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
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else if(istype(glasses, /obj/item/clothing/glasses/material))
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sight |= SEE_OBJS
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
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/* HUD shit goes here, as long as it doesn't modify sight flags */
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// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
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@@ -868,18 +868,18 @@
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if(istype(glasses, /obj/item/clothing/glasses/sunglasses/sechud))
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var/obj/item/clothing/glasses/sunglasses/sechud/O = glasses
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if(O.hud) O.hud.process_hud(src)
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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else if(istype(glasses, /obj/item/clothing/glasses/hud))
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var/obj/item/clothing/glasses/hud/health/O = glasses
|
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if(istype(O, /obj/item/clothing/glasses/hud/health))
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O.process_hud(src)
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
|
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else if(istype(O, /obj/item/clothing/glasses/hud/security))
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O.process_hud(src)
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if(!druggy) see_invisible = 0
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
|
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|
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if(sleep && !hal_crit) sleep.icon_state = "sleep[sleeping]" //used?
|
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@@ -468,13 +468,13 @@
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sight |= SEE_MOBS
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sight |= SEE_OBJS
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see_in_dark = 8
|
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see_invisible = 2
|
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see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
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else if (stat != 2)
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sight &= ~SEE_TURFS
|
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sight &= ~SEE_MOBS
|
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sight &= ~SEE_OBJS
|
||||
see_in_dark = 2
|
||||
see_invisible = 0
|
||||
see_invisible = SEE_INVISIBLE_LIVING
|
||||
|
||||
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
|
||||
if (rest) rest.icon_state = text("rest[]", resting)
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
if(blind) blind.layer = 0
|
||||
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
|
||||
var/callshuttle = 0
|
||||
|
||||
|
||||
@@ -58,7 +58,7 @@
|
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src.sight |= SEE_MOBS
|
||||
src.sight |= SEE_OBJS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
|
||||
var/area/home = get_area(src)
|
||||
if(!home) return//something to do with malf fucking things up I guess. <-- aisat is gone. is this still necessary? ~Carn
|
||||
@@ -94,7 +94,7 @@
|
||||
src.sight = src.sight&~SEE_MOBS
|
||||
src.sight = src.sight&~SEE_OBJS
|
||||
src.see_in_dark = 0
|
||||
src.see_invisible = 0
|
||||
src.see_invisible = SEE_INVISIBLE_LIVING
|
||||
|
||||
if (((!loc.master.power_equip) || istype(T, /turf/space)) && !istype(src.loc,/obj/item))
|
||||
if (src:aiRestorePowerRoutine==0)
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
if(blind) blind.layer = 0
|
||||
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
|
||||
//var/tod = time2text(world.realtime,"hh:mm:ss") //weasellos time of death patch
|
||||
//mind.store_memory("Time of death: [tod]", 0)
|
||||
|
||||
@@ -61,7 +61,7 @@
|
||||
if(blind) blind.layer = 0
|
||||
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
updateicon()
|
||||
|
||||
tod = worldtime2text() //weasellos time of death patch
|
||||
|
||||
@@ -151,26 +151,26 @@
|
||||
src.sight |= SEE_MOBS
|
||||
src.sight |= SEE_OBJS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
else if (src.sight_mode & BORGMESON && src.sight_mode & BORGTHERM)
|
||||
src.sight |= SEE_TURFS
|
||||
src.sight |= SEE_MOBS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
else if (src.sight_mode & BORGMESON)
|
||||
src.sight |= SEE_TURFS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
else if (src.sight_mode & BORGTHERM)
|
||||
src.sight |= SEE_MOBS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
else if (src.stat != 2)
|
||||
src.sight &= ~SEE_MOBS
|
||||
src.sight &= ~SEE_TURFS
|
||||
src.sight &= ~SEE_OBJS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
|
||||
var/obj/item/borg/sight/hud/hud = (locate(/obj/item/borg/sight/hud) in src)
|
||||
if(hud && hud.hud) hud.hud.process_hud(src)
|
||||
|
||||
@@ -402,4 +402,25 @@ var/list/liftable_structures = list(\
|
||||
#define BANTYPE_ANY_FULLBAN 5 //used to locate stuff to unban.
|
||||
|
||||
//The number of deciseconds which someone needs to be inactive to be classified as AFK:
|
||||
#define AFK_THRESHOLD 3000
|
||||
#define AFK_THRESHOLD 3000
|
||||
|
||||
|
||||
|
||||
#define SEE_INVISIBLE_MINIMUM 5
|
||||
|
||||
#define SEE_INVISIBLE_OBSERVER_NOLIGHTING 15
|
||||
|
||||
#define INVISIBILITY_LIGHTING 20
|
||||
|
||||
#define SEE_INVISIBLE_LIVING 25
|
||||
|
||||
#define SEE_INVISIBLE_OBSERVER 30
|
||||
#define INVISIBILITY_OBSERVER 30
|
||||
|
||||
#define SEE_INVISIBLE_LEVEL_ONE 35 //Used by some stuff in code. It's really poorly organized.
|
||||
#define INVISIBILITY_LEVEL_ONE 35 //Used by some stuff in code. It's really poorly organized.
|
||||
|
||||
#define SEE_INVISIBLE_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
|
||||
#define INVISIBILITY_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
|
||||
|
||||
#define INVISIBILITY_MAXIMUM 100
|
||||
@@ -11,7 +11,7 @@
|
||||
src.sight |= SEE_OBJS
|
||||
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
src.updateicon()
|
||||
|
||||
var/tod = time2text(world.realtime,"hh:mm:ss") //weasellos time of death patch
|
||||
|
||||
@@ -121,13 +121,13 @@
|
||||
src.sight |= SEE_MOBS
|
||||
src.sight |= SEE_OBJS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
else if (src.stat != 2)
|
||||
src.sight &= ~SEE_MOBS
|
||||
src.sight &= ~SEE_TURFS
|
||||
src.sight &= ~SEE_OBJS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
|
||||
if (src.healths)
|
||||
if (src.stat != 2)
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
src.sight |= SEE_MOBS
|
||||
src.sight |= SEE_OBJS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
src.lying = 1
|
||||
src.icon_state = "hive_main-crash"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user