adds EMOTE_BOTH and EMOTE_OMNI which is both audible/visible and ignores checks entirely. subtler/subtle is omni and regular emotes are both. (#13584)
* Update say.dm * Update mob.dm * Update emotes.dm * Update say_vr.dm * Update emote.dm * Update emotes.dm * Update mob.dm * Update say_vr.dm * Update drake.dm
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+22
-12
@@ -127,8 +127,9 @@
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* * ignored_mobs (optional) doesn't show any message to any given mob in the list.
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* * target (optional) is the other mob involved with the visible message. For example, the attacker in many combat messages.
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* * target_message (optional) is what the target mob will see e.g. "[src] does something to you!"
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* * omni (optional) if TRUE, will show to users no matter what.
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*/
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/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, ignored_mobs, mob/target, target_message)
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/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, ignored_mobs, mob/target, target_message, omni = FALSE)
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var/turf/T = get_turf(src)
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if(!T)
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return
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@@ -139,20 +140,26 @@
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if(target_message && target && istype(target) && target.client)
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hearers -= target
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//This entire if/else chain could be in two lines but isn't for readibilties sake.
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var/msg = target_message
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if(target.see_invisible<invisibility) //if src is invisible to us,
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msg = blind_message
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//the light object is dark and not invisible to us, darkness does not matter if you're directly next to the target
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else if(T.lighting_object && T.lighting_object.invisibility <= target.see_invisible && T.is_softly_lit() && !in_range(T,target))
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msg = blind_message
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if(msg)
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target.show_message(msg, MSG_VISUAL,blind_message, MSG_AUDIBLE)
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if(omni)
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target.show_message(target_message)
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else
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//This entire if/else chain could be in two lines but isn't for readibilties sake.
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var/msg = target_message
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if(target.see_invisible<invisibility) //if src is invisible to us,
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msg = blind_message
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//the light object is dark and not invisible to us, darkness does not matter if you're directly next to the target
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else if(T.lighting_object && T.lighting_object.invisibility <= target.see_invisible && T.is_softly_lit() && !in_range(T,target))
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msg = blind_message
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if(msg)
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target.show_message(msg, MSG_VISUAL,blind_message, MSG_AUDIBLE)
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if(self_message)
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hearers -= src
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for(var/mob/M in hearers)
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if(!M.client)
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continue
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if(omni)
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M.show_message(message)
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continue
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//This entire if/else chain could be in two lines but isn't for readibilties sake.
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var/msg = message
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//CITADEL EDIT, required for vore code to remove (T != loc && T != src)) as a check
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@@ -167,10 +174,13 @@
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M.show_message(msg, MSG_VISUAL,blind_message, MSG_AUDIBLE)
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///Adds the functionality to self_message.
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mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, mob/target, target_message)
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/mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, mob/target, target_message, omni = FALSE)
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. = ..()
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if(self_message && target != src)
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show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
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if(!omni)
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show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
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else
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show_message(self_message)
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/**
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* Show a message to all mobs in earshot of this atom
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