Camera Net
Vars | |
cameras | The cameras on the map, no matter if they work or not. Updated in obj/machinery/camera.dm by New() and Del(). |
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chunks | The chunks of the map, mapping the areas that the cameras can see. |
name | Name to show for VV and stat() |
networks | If defined, only cameras with matching network flags will be used by chunks The cameras list is only used for updating chunks, not for actual vision |
obscured_images | List of images cloned by all chunk static images put onto turfs cameras cant see Indexed by the plane offset to use |
Procs | |
addCamera | Add a camera to a chunk. |
bareMajorChunkChange | A faster, turf only version of /datum/cameranet/proc/majorChunkChange For use in sensitive code, be careful with it |
checkCameraVis | Will check if a mob is on a viewable turf. Returns 1 if it is, otherwise returns 0. |
chunkGenerated | Checks if a chunk has been Generated in x, y, z. |
majorChunkChange | Never access this proc directly!!!! This will update the chunk and all the surrounding chunks. It will also add the atom to the cameras list if you set the choice to 1. Setting the choice to 0 will remove the camera from the chunks. If you want to update the chunks around an object, without adding/removing a camera, use choice 2. update_delay_buffer is passed all the way to hasChanged() from portable camera updates on movement to change the time between static updates. |
removeCamera | Removes a camera from a chunk. |
updatePortableCamera | Used for Cyborg/mecha cameras. Since portable cameras can be in ANY chunk. update_delay_buffer is passed all the way to hasChanged() from their camera updates on movement to change the time between static updates. |
updateVisibility | Updates the chunks that the turf is located in. Use this when obstacles are destroyed or when doors open. |
visibility | Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set. |
Var Details
cameras
The cameras on the map, no matter if they work or not. Updated in obj/machinery/camera.dm by New() and Del().
chunks
The chunks of the map, mapping the areas that the cameras can see.
name
Name to show for VV and stat()
networks
If defined, only cameras with matching network flags will be used by chunks The cameras list is only used for updating chunks, not for actual vision
obscured_images
List of images cloned by all chunk static images put onto turfs cameras cant see Indexed by the plane offset to use
Proc Details
addCamera
Add a camera to a chunk.
bareMajorChunkChange
A faster, turf only version of /datum/cameranet/proc/majorChunkChange For use in sensitive code, be careful with it
checkCameraVis
Will check if a mob is on a viewable turf. Returns 1 if it is, otherwise returns 0.
chunkGenerated
Checks if a chunk has been Generated in x, y, z.
majorChunkChange
Never access this proc directly!!!! This will update the chunk and all the surrounding chunks. It will also add the atom to the cameras list if you set the choice to 1. Setting the choice to 0 will remove the camera from the chunks. If you want to update the chunks around an object, without adding/removing a camera, use choice 2. update_delay_buffer is passed all the way to hasChanged() from portable camera updates on movement to change the time between static updates.
removeCamera
Removes a camera from a chunk.
updatePortableCamera
Used for Cyborg/mecha cameras. Since portable cameras can be in ANY chunk. update_delay_buffer is passed all the way to hasChanged() from their camera updates on movement to change the time between static updates.
updateVisibility
Updates the chunks that the turf is located in. Use this when obstacles are destroyed or when doors open.
visibility
Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set.