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https://github.com/Aurorastation/Aurora-Old.git
synced 2026-08-24 21:26:13 +01:00
Porting UI changes for AI's and Robots
Gives AI's a set of icons for their more common tasks. Makes Cyborg inventories work like backpacks.
This commit is contained in:
@@ -502,13 +502,15 @@
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return istype(H.glasses, /obj/item/clothing/glasses/hud/health)
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else
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return 0
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else if(istype(M, /mob/living/silicon/robot))
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var/mob/living/silicon/robot/R = M
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else if(istype(M, /mob/living/silicon))
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var/mob/living/silicon/R = M
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switch(hudtype)
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if("security")
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return istype(R.module_state_1, /obj/item/borg/sight/hud/sec) || istype(R.module_state_2, /obj/item/borg/sight/hud/sec) || istype(R.module_state_3, /obj/item/borg/sight/hud/sec)
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if(R.sensor_mode == 1)
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return 1
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if("medical")
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return istype(R.module_state_1, /obj/item/borg/sight/hud/med) || istype(R.module_state_2, /obj/item/borg/sight/hud/med) || istype(R.module_state_3, /obj/item/borg/sight/hud/med)
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if(R.sensor_mode == 2)
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return 1
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else
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return 0
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else
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@@ -724,7 +724,11 @@ var/list/ai_verbs_default = list(
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else
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lightNearbyCamera()
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/mob/living/silicon/ai/proc/sensor_mode()
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set name = "Set Sensor Augmentation"
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set desc = "Augment visual feed with internal sensor overlays."
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set category = "AI Commands"
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toggle_sensor_mode()
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// Handled camera lighting, when toggled.
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// It will get the nearest camera from the eyeobj, lighting it.
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@@ -172,6 +172,12 @@
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src.show_laws()
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sleep(50)
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theAPC = null
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regular_hud_updates()
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switch(src.sensor_mode)
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if (SEC_HUD)
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process_sec_hud(src,1,src.eyeobj)
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if (MED_HUD)
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process_med_hud(src,1,src.eyeobj)
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/mob/living/silicon/ai/updatehealth()
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if(status_flags & GODMODE)
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@@ -0,0 +1,11 @@
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var/obj/nano_module/crew_monitor/crew_monitor
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/mob/living/silicon/ai/proc/init_subsystems()
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crew_monitor = new(src)
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/mob/living/silicon/ai/proc/nano_crew_monitor()
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set category = "AI Commands"
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set name = "Crew Monitor"
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if (!crew_monitor)
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init_subsystems()
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crew_monitor.ui_interact(usr)
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@@ -5,67 +5,77 @@
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/mob/living/silicon/robot/get_active_hand()
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return module_active
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/*-------TODOOOOOOOOOO--------*/
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/mob/living/silicon/robot/proc/uneq_active()
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if(isnull(module_active))
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return
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if(module_state_1 == module_active)
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if(istype(module_state_1,/obj/item/borg/sight))
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sight_mode &= ~module_state_1:sight_mode
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if (client)
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client.screen -= module_state_1
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contents -= module_state_1
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/mob/living/silicon/robot/proc/uneq_module(obj/item/O)
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if(!O)
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return 0
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if(istype(O,/obj/item/borg/sight))
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var/obj/item/borg/sight/S = O
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sight_mode &= ~S.sight_mode
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else if(istype(O, /obj/item/device/flashlight))
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var/obj/item/device/flashlight/F = O
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if(F.on)
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F.on = 0
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F.update_brightness(src)
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if(client)
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client.screen -= O
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contents -= O
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if(module)
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O.loc = module //Return item to module so it appears in its contents, so it can be taken out again.
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if(module_active == O)
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module_active = null
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module_state_1 = null
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if(module_state_1 == O)
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inv1.icon_state = "inv1"
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else if(module_state_2 == module_active)
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if(istype(module_state_2,/obj/item/borg/sight))
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sight_mode &= ~module_state_2:sight_mode
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if (client)
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client.screen -= module_state_2
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contents -= module_state_2
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module_active = null
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module_state_2 = null
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module_state_1 = null
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else if(module_state_2 == O)
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inv2.icon_state = "inv2"
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else if(module_state_3 == module_active)
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if(istype(module_state_3,/obj/item/borg/sight))
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sight_mode &= ~module_state_3:sight_mode
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if (client)
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client.screen -= module_state_3
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contents -= module_state_3
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module_active = null
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module_state_2 = null
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else if(module_state_3 == O)
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module_state_3 = null
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inv3.icon_state = "inv3"
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updateicon()
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return 1
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/mob/living/silicon/robot/proc/activate_module(var/obj/item/O)
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if(!(locate(O) in src.module.modules) && O != src.module.emag)
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return
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if(activated(O))
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src << "Already activated"
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return
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if(!module_state_1)
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module_state_1 = O
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O.layer = 20
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O.screen_loc = inv1.screen_loc
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contents += O
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if(istype(module_state_1,/obj/item/borg/sight))
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sight_mode |= module_state_1:sight_mode
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else if(!module_state_2)
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module_state_2 = O
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O.layer = 20
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O.screen_loc = inv2.screen_loc
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contents += O
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if(istype(module_state_2,/obj/item/borg/sight))
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sight_mode |= module_state_2:sight_mode
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else if(!module_state_3)
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module_state_3 = O
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O.layer = 20
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O.screen_loc = inv3.screen_loc
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contents += O
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if(istype(module_state_3,/obj/item/borg/sight))
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sight_mode |= module_state_3:sight_mode
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else
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src << "You need to disable a module first!"
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/mob/living/silicon/robot/proc/uneq_active()
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uneq_module(module_active)
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/mob/living/silicon/robot/proc/uneq_all()
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module_active = null
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if(module_state_1)
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if(istype(module_state_1,/obj/item/borg/sight))
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sight_mode &= ~module_state_1:sight_mode
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if (client)
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client.screen -= module_state_1
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contents -= module_state_1
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module_state_1 = null
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inv1.icon_state = "inv1"
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if(module_state_2)
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if(istype(module_state_2,/obj/item/borg/sight))
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sight_mode &= ~module_state_2:sight_mode
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if (client)
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client.screen -= module_state_2
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contents -= module_state_2
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module_state_2 = null
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inv2.icon_state = "inv2"
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if(module_state_3)
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if(istype(module_state_3,/obj/item/borg/sight))
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sight_mode &= ~module_state_3:sight_mode
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if (client)
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client.screen -= module_state_3
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contents -= module_state_3
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module_state_3 = null
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inv3.icon_state = "inv3"
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updateicon()
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uneq_module(module_state_1)
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uneq_module(module_state_2)
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uneq_module(module_state_3)
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/mob/living/silicon/robot/proc/activated(obj/item/O)
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if(module_state_1 == O)
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@@ -168,7 +168,14 @@
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client.images.Remove(hud)
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var/obj/item/borg/sight/hud/hud = (locate(/obj/item/borg/sight/hud) in src)
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if(hud && hud.hud) hud.hud.process_hud(src)
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if(hud && hud.hud)
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hud.hud.process_hud(src)
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else
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switch(src.sensor_mode)
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if (SEC_HUD)
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process_sec_hud(src,1)
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if (MED_HUD)
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process_med_hud(src,1)
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if (src.healths)
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if (src.stat != 2)
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@@ -18,6 +18,9 @@
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var/obj/screen/inv1 = null
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var/obj/screen/inv2 = null
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var/obj/screen/inv3 = null
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var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not
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var/obj/screen/robot_modules_background
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//3 Modules can be activated at any one time.
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var/obj/item/weapon/robot_module/module = null
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@@ -73,6 +76,10 @@
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add_language("Robot Talk", 1)
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robot_modules_background = new()
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robot_modules_background.icon_state = "block"
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robot_modules_background.layer = 19 //Objects that appear on screen are on layer 20, UI should be just below it.
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ident = rand(1, 999)
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updatename("Default")
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updateicon()
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@@ -425,6 +432,12 @@
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updatehealth()
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return 1
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return 0
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/mob/living/silicon/robot/proc/sensor_mode()
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set name = "Set Sensor Augmentation"
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set desc = "Augment visual feed with internal sensor overlays."
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set category = "Robot Commands"
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toggle_sensor_mode()
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// this function shows information about the malf_ai gameplay type in the status screen
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/mob/living/silicon/robot/show_malf_ai()
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@@ -1,3 +1,6 @@
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#define SEC_HUD 1 //Security HUD mode
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#define MED_HUD 2 //Medical HUD mode
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/mob/living/silicon
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gender = NEUTER
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voice_name = "synthesized voice"
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@@ -11,6 +14,7 @@
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var/speak_statement = "states"
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var/speak_exclamation = "declares"
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var/speak_query = "queries"
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var/sensor_mode = 0 //Determines the current HUD.
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var/pose //Yes, now AIs can pose too.
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var/obj/item/device/camera/siliconcam/aiCamera = null //photography
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var/local_transmit //If set, can only speak to others of the same type within a short range.
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@@ -204,4 +208,17 @@
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flavor_text = copytext(sanitize(input(usr, "Please enter your new flavour text.", "Flavour text", null) as text), 1)
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/mob/living/silicon/binarycheck()
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return 1
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return 1
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/mob/living/silicon/proc/toggle_sensor_mode()
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var/sensor_type = input("Please select sensor type.", "Sensor Integration", null) in list("Security", "Medical","Disable")
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switch(sensor_type)
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if ("Security")
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sensor_mode = SEC_HUD
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src << "<span class='notice'>Security records overlay enabled.</span>"
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if ("Medical")
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sensor_mode = MED_HUD
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src << "<span class='notice'>Life signs monitor overlay enabled.</span>"
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if ("Disable")
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sensor_mode = 0
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src << "Sensor augmentations disabled."
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