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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
152 lines
5.1 KiB
Plaintext
152 lines
5.1 KiB
Plaintext
// Allows for linking one mob's view to another
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// Exists to make debugging stuff on live easier, please do not build gameplay around this it's not stable
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// Mostly because we don't have setters for everything (like ui elements IE: client.screen)
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// DEBUG ONLY, THIS IS N O T STABLE ENOUGH FOR PLAYERS
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// Should potentially support images, might be too hard tho since there's no default "refresh" tool
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// Convenience datum, not for use outside of this ui
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/datum/visual_data
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/// Sight flags
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var/sight = NONE
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/// see_invisible values
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var/see_invis
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/// see_in_dark values
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var/see_dark
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/// What the client is seeing "out of", client.eye
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var/datum/weakref/client_eye
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/// Weakref to the mob we're mirroring off
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var/datum/weakref/mirroring_off_ref
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var/do_updates = FALSE
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// Note: we do not attempt to mirror all of screen, instead confining ourselves to mirroring
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// Plane master and parralax stuff and such
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// Again, this isn't stable
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/datum/visual_data/proc/shadow(mob/mirror_off)
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do_updates = FALSE
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mirroring_off_ref = WEAKREF(mirror_off)
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RegisterSignal(mirror_off, COMSIG_MOB_SIGHT_CHANGE, PROC_REF(sight_changed))
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sight_changed(mirror_off)
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RegisterSignal(mirror_off, COMSIG_MOB_SEE_INVIS_CHANGE, PROC_REF(invis_changed))
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invis_changed(mirror_off)
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RegisterSignal(mirror_off, COMSIG_MOB_LOGIN, PROC_REF(on_login))
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RegisterSignal(mirror_off, COMSIG_MOB_LOGOUT, PROC_REF(on_logout))
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if(mirror_off.client)
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on_login(mirror_off)
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do_updates = TRUE
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/datum/visual_data/proc/paint_onto(mob/paint_to)
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// Note: we explicitly do NOT use setters here, since it would break the behavior
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paint_to.sight = sight
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paint_to.see_invisible = see_invis
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paint_to.see_in_dark = see_dark
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if(paint_to.client)
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var/atom/eye = client_eye?.resolve()
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if(eye)
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paint_to.client.eye = eye
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// This is hacky I know, I don't have a way to update just
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/// Plane masters. I'm sorry
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var/mob/mirroring_off = mirroring_off_ref?.resolve()
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if(mirroring_off?.client && paint_to != mirroring_off)
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paint_to.client.screen = mirroring_off.client.screen
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/datum/visual_data/proc/on_update()
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return
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/datum/visual_data/proc/sight_changed(mob/source)
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SIGNAL_HANDLER
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sight = source.sight
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on_update()
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/datum/visual_data/proc/invis_changed(mob/source)
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SIGNAL_HANDLER
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see_invis = source.see_invisible
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on_update()
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/datum/visual_data/proc/on_login(mob/source)
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SIGNAL_HANDLER
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// visual data can be created off login, so conflicts here are inevitable
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// Best to just override
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RegisterSignal(source.client, COMSIG_CLIENT_SET_EYE, PROC_REF(eye_change), override = TRUE)
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set_eye(source.client.eye)
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/datum/visual_data/proc/on_logout(mob/source)
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SIGNAL_HANDLER
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// Canon here because it'll be gone come the logout signal
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UnregisterSignal(source.canon_client, COMSIG_CLIENT_SET_EYE)
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// We do NOT unset the eye, because it's still valid even if the mob ain't logged in
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/datum/visual_data/proc/eye_change(client/source)
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SIGNAL_HANDLER
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set_eye(source.eye)
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/datum/visual_data/proc/set_eye(atom/new_eye)
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var/atom/old_eye = client_eye?.resolve()
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if(old_eye)
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UnregisterSignal(old_eye, COMSIG_QDELETING)
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if(new_eye)
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// Need to update any party's client.eyes
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RegisterSignal(new_eye, COMSIG_QDELETING, PROC_REF(eye_deleted))
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client_eye = WEAKREF(new_eye)
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on_update()
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/datum/visual_data/proc/eye_deleted(datum/source)
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SIGNAL_HANDLER
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set_eye(null)
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/// Tracks but does not relay updates to someone's visual data
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/// Accepts a second visual data datum to use as a source of truth for the mob's values
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/datum/visual_data/tracking
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/// Weakref to the visual data datum to reset our mob to
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var/datum/weakref/default_to_ref
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/datum/visual_data/tracking/Destroy()
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var/mob/our_lad = mirroring_off_ref?.resolve()
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if(our_lad)
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// Reset our mob to his proper visuals
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paint_onto(our_lad)
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return ..()
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/datum/visual_data/tracking/proc/set_truth(datum/visual_data/truth)
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default_to_ref = WEAKREF(truth)
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on_update()
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/datum/visual_data/tracking/paint_onto(mob/paint_onto)
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. = ..()
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// Rebuild the passed in mob's screen, since we can't track it currently
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paint_onto.hud_used?.show_hud(paint_onto.hud_used.hud_version)
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/datum/visual_data/tracking/on_update()
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var/mob/updated = mirroring_off_ref?.resolve()
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var/datum/visual_data/mirror = default_to_ref?.resolve()
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if(!updated || !mirror)
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return
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mirror.paint_onto(updated)
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/// Tracks and updates another mob with our mob's visual data
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/datum/visual_data/mirroring
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/// Weakref to what mob, if any, we should mirror our changes onto
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var/datum/weakref/mirror_onto_ref
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/datum/visual_data/mirroring/proc/set_mirror_target(mob/target)
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var/mob/old_target = mirror_onto_ref?.resolve()
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if(old_target)
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UnregisterSignal(old_target, COMSIG_MOB_HUD_REFRESHED)
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mirror_onto_ref = WEAKREF(target)
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if(target)
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RegisterSignal(target, COMSIG_MOB_HUD_REFRESHED, PROC_REF(push_ontod_hud_refreshed))
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/datum/visual_data/mirroring/proc/push_ontod_hud_refreshed(mob/source)
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SIGNAL_HANDLER
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// Our mob refreshed its hud, so we're gonna reset it to our screen
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// I hate that I don't have a signal for this, hhhh
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paint_onto(source)
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/datum/visual_data/mirroring/on_update()
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var/mob/draw_onto = mirror_onto_ref?.resolve()
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if(!draw_onto)
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return
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paint_onto(draw_onto)
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