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Placeholder var/sight and var/see_in_dark #142

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13 changes: 12 additions & 1 deletion DMCompiler/DMStandard/Defines.dm
Original file line number Diff line number Diff line change
Expand Up @@ -50,4 +50,15 @@
#define ICON_OVERLAY 3
#define ICON_AND 4
#define ICON_OR 5
#define ICON_UNDERLAY 6
#define ICON_UNDERLAY 6

//mob.sight
#define SEE_INFRA (1<<0) // can see infra-red objects
#define SEE_SELF (1<<1) // can see self, no matter what
#define SEE_MOBS (1<<2) // can see all mobs, no matter what
#define SEE_OBJS (1<<3) // can see all objs, no matter what
#define SEE_TURF (1<<4) // can see all turfs (and areas), no matter what
#define SEE_PIXEL (1<<5) // if an object is located on an unlit area, but some of its pixels are in a lit area (via pixel_x,y or smooth movement), can see those pixels
#define SEE_THRU (1<<6) // can see through opaque objects
#define SEE_BLACKNESS (1<<7) // render dark tiles as blackness
#define BLIND (1<<8) // can't see anything
8 changes: 6 additions & 2 deletions DMCompiler/DMStandard/Types/Atoms/Mob.dm
Original file line number Diff line number Diff line change
@@ -1,15 +1,19 @@
/mob
parent_type = /atom/movable

var/client/client
var/key
var/ckey


//TODO Actually implement these vars
var/see_invisible = 0
var/sight = 0
var/see_in_dark = 2

layer = MOB_LAYER

proc/Login()
client.statobj = src

proc/Logout()
proc/Logout()