More things use trait huds over raw hud management (#93084)

This commit is contained in:
MrMelbert
2025-10-02 21:36:40 +02:00
committed by GitHub
parent 3d0cdfeac0
commit 44acefa73f
47 changed files with 249 additions and 236 deletions
@@ -74,11 +74,11 @@
objectives += team.objectives
finalize_abductor()
// We don't want abductors to be converted by other antagonists
owner.add_traits(list(TRAIT_ABDUCTOR_TRAINING, TRAIT_UNCONVERTABLE), ABDUCTOR_ANTAGONIST)
owner.add_traits(list(TRAIT_ABDUCTOR_TRAINING, TRAIT_ABDUCTOR_HUD, TRAIT_UNCONVERTABLE), ABDUCTOR_ANTAGONIST)
return ..()
/datum/antagonist/abductor/on_removal()
owner.remove_traits(list(TRAIT_ABDUCTOR_TRAINING, TRAIT_UNCONVERTABLE), ABDUCTOR_ANTAGONIST)
owner.remove_traits(list(TRAIT_ABDUCTOR_TRAINING, TRAIT_ABDUCTOR_HUD, TRAIT_UNCONVERTABLE), ABDUCTOR_ANTAGONIST)
return ..()
/datum/antagonist/abductor/greet()
+2 -13
View File
@@ -1151,14 +1151,13 @@ GLOBAL_VAR_INIT(narsie_summon_count, 0)
empulse(T, 0.42*(intensity), 1)
var/list/images = list()
var/datum/atom_hud/sec_hud = GLOB.huds[DATA_HUD_SECURITY_ADVANCED]
for(var/mob/living/M in GLOB.alive_mob_list)
if(!is_valid_z_level(T, get_turf(M)))
continue
if(ishuman(M))
if(!IS_CULTIST(M))
sec_hud.hide_from(M)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(hudFix), M), duration)
ADD_TRAIT(M, TRAIT_BLOCK_SECHUD, CULT_TRAIT)
addtimer(TRAIT_CALLBACK_REMOVE(M, TRAIT_BLOCK_SECHUD, CULT_TRAIT), duration)
var/image/A = image('icons/mob/nonhuman-player/cult.dmi',M,"cultist", ABOVE_MOB_LAYER)
A.override = 1
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/noncult, "human_apoc", A, NONE)
@@ -1235,13 +1234,3 @@ GLOBAL_VAR_INIT(narsie_summon_count, 0)
if(I.icon_state != "bloodsparkles")
I.override = TRUE
sleep(19 SECONDS)
/proc/hudFix(mob/living/carbon/human/target)
if(!target || !target.client)
return
var/obj/O = target.get_item_by_slot(ITEM_SLOT_EYES)
if(istype(O, /obj/item/clothing/glasses/hud/security))
var/datum/atom_hud/sec_hud = GLOB.huds[DATA_HUD_SECURITY_ADVANCED]
sec_hud.show_to(target)
@@ -85,8 +85,8 @@
if(istype(equip_to.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/uniform = equip_to.w_uniform
uniform.sensor_mode = NO_SENSORS
uniform.has_sensor = NO_SENSORS
uniform.set_sensor_mode(SENSOR_OFF)
uniform.set_has_sensor(NO_SENSORS)
/datum/outfit/russian_hunter/leader
name = "Russian Hunter Leader"
@@ -50,9 +50,8 @@
//dont want anyone noticing there's two now
var/mob/living/carbon/human/clone_human = owner.current
var/obj/item/clothing/under/sensor_clothes = clone_human.w_uniform
if(sensor_clothes)
sensor_clothes.sensor_mode = SENSOR_OFF
clone_human.update_suit_sensors()
if(istype(sensor_clothes))
sensor_clothes.set_sensor_mode(SENSOR_OFF)
// Perform a quick copy of existing memories.
// This may result in some minutely imperfect memories, but it'll do
@@ -25,10 +25,9 @@
outfit_id.update_icon()
var/obj/item/clothing/under/pirate_uniform = equipped.w_uniform
if(pirate_uniform)
pirate_uniform.has_sensor = NO_SENSORS
pirate_uniform.sensor_mode = SENSOR_OFF
equipped.update_suit_sensors()
if(istype(pirate_uniform))
pirate_uniform.set_has_sensor(NO_SENSORS)
pirate_uniform.set_sensor_mode(SENSOR_OFF)
/datum/outfit/pirate/captain
name = "Space Pirate Captain"