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[MIRROR] Collapsible lobby buttons [MDB IGNORE] (#22414)
* Collapsible lobby buttons * Update new_player.dm --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
This commit is contained in:
co-authored by
Sealed101
Pinta
parent
318af761c7
commit
2f2afc8847
@@ -2,4 +2,7 @@
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#define COMSIG_HUD_EYE_CHANGED "hud_eye_changed"
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/// Sent from /datum/hud/proc/eye_z_changed() : (old_offset, new_offset)
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#define COMSIG_HUD_OFFSET_CHANGED "hud_offset_changed"
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/// Sent from /atom/movable/screen/lobby/button/collapse/proc/collapse_buttons() : ()
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#define COMSIG_HUD_LOBBY_COLLAPSED "hud_lobby_collapsed"
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/// Sent from /atom/movable/screen/lobby/button/collapse/proc/expand_buttons() : ()
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#define COMSIG_HUD_LOBBY_EXPANDED "hud_lobby_expanded"
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@@ -269,9 +269,14 @@
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/// Layer for tutorial instructions
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#define TUTORIAL_INSTRUCTIONS_LAYER 5
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#define LOBBY_BACKGROUND_LAYER 3
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#define LOBBY_BUTTON_LAYER 4
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///Layer for lobby menu collapse button
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#define LOBBY_BELOW_MENU_LAYER 2
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///Layer for lobby menu background image and main buttons (Join/Ready, Observe, Charater Prefs)
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#define LOBBY_MENU_LAYER 3
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///Layer for lobby menu shutter, which covers up the menu to collapse/expand it
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#define LOBBY_SHUTTER_LAYER 4
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///Layer for lobby menu buttons that are hanging away from and lower than the main panel
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#define LOBBY_BOTTOM_BUTTON_LAYER 5
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///cinematics are "below" the splash screen
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#define CINEMATIC_LAYER -1
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+139
-25
@@ -1,5 +1,11 @@
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/* SKYRAT EDIT REMOVAL - Custom HTML Lobby Screen
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#define SHUTTER_MOVEMENT_DURATION 0.4 SECONDS
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#define SHUTTER_WAIT_DURATION 0.2 SECONDS
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>>>>>>> d12cab7a498 (Collapsible lobby buttons (#76443))
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/datum/hud/new_player
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///Whether the menu is currently on the client's screen or not
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var/menu_hud_status = TRUE
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/datum/hud/new_player/New(mob/owner)
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..()
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@@ -7,30 +13,52 @@
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if(!owner || !owner.client)
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return
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if (owner.client.interviewee)
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if(owner.client.interviewee)
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return
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var/list/buttons = subtypesof(/atom/movable/screen/lobby)
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for(var/button_type in buttons)
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var/atom/movable/screen/lobby/lobbyscreen = new button_type()
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var/atom/movable/screen/lobby/lobbyscreen = new button_type(our_hud = src)
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lobbyscreen.SlowInit()
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lobbyscreen.hud = src
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static_inventory += lobbyscreen
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if(!lobbyscreen.always_shown)
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lobbyscreen.RegisterSignal(src, COMSIG_HUD_LOBBY_COLLAPSED, TYPE_PROC_REF(/atom/movable/screen/lobby, collapse_button))
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lobbyscreen.RegisterSignal(src, COMSIG_HUD_LOBBY_EXPANDED, TYPE_PROC_REF(/atom/movable/screen/lobby, expand_button))
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if(istype(lobbyscreen, /atom/movable/screen/lobby/button))
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var/atom/movable/screen/lobby/button/lobby_button = lobbyscreen
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lobby_button.owner = REF(owner)
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/atom/movable/screen/lobby
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plane = SPLASHSCREEN_PLANE
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layer = LOBBY_BUTTON_LAYER
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layer = LOBBY_MENU_LAYER
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screen_loc = "TOP,CENTER"
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///Whether this HUD element can be hidden from the client's "screen" (moved off-screen) or not
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var/always_shown = FALSE
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/// Run sleeping actions after initialize
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/atom/movable/screen/lobby/New(loc, datum/hud/our_hud, ...)
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if(our_hud)
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hud = our_hud
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return ..()
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///Run sleeping actions after initialize
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/atom/movable/screen/lobby/proc/SlowInit()
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return
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///Animates moving the button off-screen
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/atom/movable/screen/lobby/proc/collapse_button()
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SIGNAL_HANDLER
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//wait for the shutter to come down
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animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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//then pull the buttons up with the shutter
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animate(transform = transform.Translate(x = 0, y = 146), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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///Animates moving the button back into place
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/atom/movable/screen/lobby/proc/expand_button()
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SIGNAL_HANDLER
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//the buttons are off-screen, so we sync them up to come down with the shutter
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animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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/atom/movable/screen/lobby/background
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layer = LOBBY_BACKGROUND_LAYER
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icon = 'icons/hud/lobby/background.dmi'
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icon_state = "background"
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screen_loc = "TOP,CENTER:-61"
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@@ -91,6 +119,7 @@
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return
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icon_state = base_icon_state
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///Updates the button's status: TRUE to enable interaction with the button, FALSE to disable
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/atom/movable/screen/lobby/button/proc/set_button_status(status)
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if(status == enabled)
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return FALSE
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@@ -100,6 +129,7 @@
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///Prefs menu
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/atom/movable/screen/lobby/button/character_setup
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name = "View Character Setup"
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screen_loc = "TOP:-70,CENTER:-54"
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icon = 'icons/hud/lobby/character_setup.dmi'
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icon_state = "character_setup"
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@@ -117,10 +147,12 @@
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///Button that appears before the game has started
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/atom/movable/screen/lobby/button/ready
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name = "Toggle Readiness"
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screen_loc = "TOP:-8,CENTER:-65"
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icon = 'icons/hud/lobby/ready.dmi'
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icon_state = "not_ready"
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base_icon_state = "not_ready"
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///Whether we are readied up for the round or not
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var/ready = FALSE
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/atom/movable/screen/lobby/button/ready/Initialize(mapload)
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@@ -169,6 +201,7 @@
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///Shown when the game has started
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/atom/movable/screen/lobby/button/join
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name = "Join Game"
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screen_loc = "TOP:-13,CENTER:-58"
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icon = 'icons/hud/lobby/join.dmi'
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icon_state = "" //Default to not visible
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@@ -244,6 +277,7 @@
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RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(show_join_button))
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/atom/movable/screen/lobby/button/observe
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name = "Observe"
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screen_loc = "TOP:-40,CENTER:-54"
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icon = 'icons/hud/lobby/observe.dmi'
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icon_state = "observe_disabled"
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@@ -270,13 +304,18 @@
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set_button_status(TRUE)
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UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_PREGAME)
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/atom/movable/screen/lobby/button/settings
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//Subtype the bottom buttons away so the collapse/expand shutter goes behind them
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/atom/movable/screen/lobby/button/bottom
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layer = LOBBY_BOTTOM_BUTTON_LAYER
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/settings
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name = "View Game Preferences"
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icon_state = "settings"
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base_icon_state = "settings"
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screen_loc = "TOP:-122,CENTER:+30"
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screen_loc = "TOP:-122,CENTER:+29"
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/atom/movable/screen/lobby/button/settings/Click(location, control, params)
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/atom/movable/screen/lobby/button/bottom/settings/Click(location, control, params)
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. = ..()
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if(!.)
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return
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@@ -286,39 +325,38 @@
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preferences.update_static_data(usr)
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preferences.ui_interact(usr)
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/atom/movable/screen/lobby/button/changelog_button
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/changelog_button
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name = "View Changelog"
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icon_state = "changelog"
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base_icon_state = "changelog"
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screen_loc ="TOP:-122,CENTER:+58"
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screen_loc ="TOP:-122,CENTER:+57"
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/atom/movable/screen/lobby/button/bottom/changelog_button/Click(location, control, params)
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. = ..()
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usr.client?.changelog()
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/atom/movable/screen/lobby/button/crew_manifest
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/crew_manifest
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name = "View Crew Manifest"
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icon_state = "crew_manifest"
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base_icon_state = "crew_manifest"
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screen_loc = "TOP:-122,CENTER:+2"
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/atom/movable/screen/lobby/button/crew_manifest/Click(location, control, params)
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/atom/movable/screen/lobby/button/bottom/crew_manifest/Click(location, control, params)
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. = ..()
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if(!.)
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return
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var/mob/dead/new_player/new_player = hud.mymob
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new_player.ViewManifest()
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/atom/movable/screen/lobby/button/changelog_button/Click(location, control, params)
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. = ..()
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usr.client?.changelog()
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/atom/movable/screen/lobby/button/poll
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/poll
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name = "View Available Polls"
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icon_state = "poll"
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base_icon_state = "poll"
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screen_loc = "TOP:-122,CENTER:-26"
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///Whether the button should have a New Poll notification overlay
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var/new_poll = FALSE
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/atom/movable/screen/lobby/button/poll/SlowInit(mapload)
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/atom/movable/screen/lobby/button/bottom/poll/SlowInit(mapload)
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. = ..()
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if(!usr)
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return
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@@ -362,15 +400,91 @@
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set_button_status(FALSE)
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return
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/atom/movable/screen/lobby/button/poll/update_overlays()
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/atom/movable/screen/lobby/button/bottom/poll/update_overlays()
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. = ..()
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if(new_poll)
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. += mutable_appearance('icons/hud/lobby/poll_overlay.dmi', "new_poll")
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/atom/movable/screen/lobby/button/poll/Click(location, control, params)
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/atom/movable/screen/lobby/button/bottom/poll/Click(location, control, params)
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. = ..()
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if(!.)
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return
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var/mob/dead/new_player/new_player = hud.mymob
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new_player.handle_player_polling()
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/atom/movable/screen/lobby/button/collapse
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name = "Collapse Lobby Menu"
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icon = 'icons/hud/lobby/collapse_expand.dmi'
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icon_state = "collapse"
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base_icon_state = "collapse"
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layer = LOBBY_BELOW_MENU_LAYER
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screen_loc = "TOP:-82,CENTER:-54"
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always_shown = TRUE
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/atom/movable/screen/lobby/button/collapse/Click(location, control, params)
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. = ..()
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if(!.)
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return
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if(!istype(hud, /datum/hud/new_player))
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return
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var/datum/hud/new_player/our_hud = hud
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base_icon_state = our_hud.menu_hud_status ? "expand" : "collapse"
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name = "[our_hud.menu_hud_status ? "Expand" : "Collapse"] Lobby Menu"
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set_button_status(FALSE)
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//get the shutter object used by our hud
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var/atom/movable/screen/lobby/shutter/menu_shutter = locate(/atom/movable/screen/lobby/shutter) in hud.static_inventory
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//animate the shutter
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menu_shutter.setup_shutter_animation()
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//animate bottom buttons' movement
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if(our_hud.menu_hud_status)
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collapse_menu()
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else
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expand_menu()
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our_hud.menu_hud_status = !our_hud.menu_hud_status
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//re-enable clicking the button when the shutter animation finishes
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//we use sleep here so it can work during game setup, as addtimer would not work until the game would finish setting up
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sleep(2 * SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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set_button_status(TRUE)
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///Moves the button to the top of the screen, leaving only the screen part in view
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///Sends a signal on the hud for the menu hud elements to listen to
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/atom/movable/screen/lobby/button/collapse/proc/collapse_menu()
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SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_COLLAPSED)
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//wait for the shutter to come down
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animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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//then pull the button up with the shutter and leave it on the edge of the screen
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animate(transform = transform.Translate(x = 0, y = 134), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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///Extends the button back to its usual spot
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///Sends a signal on the hud for the menu hud elements to listen to
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/atom/movable/screen/lobby/button/collapse/proc/expand_menu()
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SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_EXPANDED)
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animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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/atom/movable/screen/lobby/shutter
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icon = 'icons/hud/lobby/shutter.dmi'
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icon_state = "shutter"
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base_icon_state = "shutter"
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screen_loc = "TOP:+143,CENTER:-73" //"home" position is off-screen
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layer = LOBBY_SHUTTER_LAYER
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always_shown = TRUE
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///Sets up the shutter pulling down and up. It's the same animation for both collapsing and expanding the menu.
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/atom/movable/screen/lobby/shutter/proc/setup_shutter_animation()
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//bring down the shutter
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animate(src, transform = transform.Translate(x = 0, y = -143), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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//wait a little bit before bringing the shutter up
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animate(transform = transform, time = SHUTTER_WAIT_DURATION)
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//pull the shutter back off-screen
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animate(transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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#undef SHUTTER_MOVEMENT_DURATION
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#undef SHUTTER_WAIT_DURATION
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*/ // SKYRAT EDIT END
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@@ -1,3 +1,5 @@
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///Cooldown for the Reset Lobby Menu HUD verb
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#define RESET_HUD_INTERVAL 15 SECONDS
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/mob/dead/new_player
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flags_1 = NONE
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invisibility = INVISIBILITY_ABSTRACT
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@@ -15,7 +17,8 @@
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var/ineligible_for_roles = FALSE
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/// Used to track if the player's jobs menu sent a message saying it successfully mounted.
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var/jobs_menu_mounted = FALSE
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///Cooldown for the Reset Lobby Menu HUD verb
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COOLDOWN_DECLARE(reset_hud_cooldown)
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/mob/dead/new_player/Initialize(mapload)
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if(client && SSticker.state == GAME_STATE_STARTUP)
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@@ -30,6 +33,7 @@
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. = ..()
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GLOB.new_player_list += src
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add_verb(src, /mob/dead/new_player/proc/reset_menu_hud)
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/mob/dead/new_player/Destroy()
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GLOB.new_player_list -= src
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@@ -60,6 +64,11 @@
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var/datum/poll_question/poll = locate(href_list["votepollref"]) in GLOB.polls
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vote_on_poll_handler(poll, href_list)
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/mob/dead/new_player/get_status_tab_items()
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. = ..()
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if(!SSticker.HasRoundStarted()) //only show this when the round hasn't started yet
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. += "Readiness status: [ready ? "" : "Not "]Readied Up!"
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//When you cop out of the round (NB: this HAS A SLEEP FOR PLAYER INPUT IN IT)
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/mob/dead/new_player/proc/make_me_an_observer()
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if(QDELETED(src) || !src.client)
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@@ -381,3 +390,21 @@
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// Add verb for re-opening the interview panel, fixing chat and re-init the verbs for the stat panel
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add_verb(src, /mob/dead/new_player/proc/open_interview)
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add_verb(client, /client/verb/fix_tgui_panel)
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///Resets the Lobby Menu HUD, recreating and reassigning it to the new player
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/mob/dead/new_player/proc/reset_menu_hud()
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set name = "Reset Lobby Menu HUD"
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set category = "OOC"
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var/mob/dead/new_player/new_player = usr
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if(!COOLDOWN_FINISHED(new_player, reset_hud_cooldown))
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to_chat(new_player, span_warning("You must wait <b>[DisplayTimeText(COOLDOWN_TIMELEFT(new_player, reset_hud_cooldown))]</b> before resetting the Lobby Menu HUD again!"))
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return
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if(!new_player?.client)
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return
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COOLDOWN_START(new_player, reset_hud_cooldown, RESET_HUD_INTERVAL)
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qdel(new_player.hud_used)
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create_mob_hud()
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to_chat(new_player, span_info("Lobby Menu HUD reset. You may reset the HUD again in <b>[DisplayTimeText(RESET_HUD_INTERVAL)]</b>."))
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hud_used.show_hud(hud_used.hud_version)
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#undef RESET_HUD_INTERVAL
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