//Most of these are defined at this level to reduce on checks elsewhere in the code. //Having them here also makes for a nice reference list of the various overlay-updating procs available ///Redraws the entire mob. For carbons, this is rather expensive, please use the individual update_X procs. /mob/proc/regenerate_icons() //TODO: phase this out completely if possible return ///Updates every item slot passed into it. /mob/proc/update_clothing(slot_flags) if(slot_flags & ITEM_SLOT_BACK) update_worn_back() if(slot_flags & ITEM_SLOT_MASK) update_worn_mask() if(slot_flags & ITEM_SLOT_NECK) update_worn_neck() if(slot_flags & ITEM_SLOT_HANDCUFFED) update_worn_handcuffs() if(slot_flags & ITEM_SLOT_LEGCUFFED) update_worn_legcuffs() if(slot_flags & ITEM_SLOT_BELT) update_worn_belt() if(slot_flags & ITEM_SLOT_ID) update_worn_id() if(slot_flags & ITEM_SLOT_EARS) update_worn_ears() if(slot_flags & ITEM_SLOT_EYES) update_worn_glasses() if(slot_flags & ITEM_SLOT_GLOVES) update_worn_gloves() if(slot_flags & ITEM_SLOT_HEAD) update_worn_head() if(slot_flags & ITEM_SLOT_FEET) update_worn_shoes() if(slot_flags & ITEM_SLOT_OCLOTHING) update_worn_oversuit() if(slot_flags & ITEM_SLOT_ICLOTHING) update_worn_undersuit() if(slot_flags & ITEM_SLOT_SUITSTORE) update_suit_storage() if(slot_flags & (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET)) update_pockets() if(slot_flags & ITEM_SLOT_HANDS) update_held_items() /// Recalculates the mob's obscured and covered slots based on currently equipped items /mob/proc/refresh_obscured() SIGNAL_HANDLER return /mob/proc/update_icons() return ///Updates the handcuff overlay & HUD element. /mob/proc/update_worn_handcuffs() return ///Updates the legcuff overlay & HUD element. /mob/proc/update_worn_legcuffs() return ///Updates the back overlay & HUD element. /mob/proc/update_worn_back() return ///Updates the held items overlay(s) & HUD element. /mob/proc/update_held_items() SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_MOB_UPDATE_HELD_ITEMS) hud_used?.update_inventory_slot(ITEM_SLOT_HANDS) ///Updates the mask overlay & HUD element. /mob/proc/update_worn_mask() return ///Updates the neck overlay & HUD element. /mob/proc/update_worn_neck() return ///Updates the oversuit overlay & HUD element. /mob/proc/update_worn_oversuit() return ///Updates the undersuit/uniform overlay & HUD element. /mob/proc/update_worn_undersuit() return ///Updates the belt overlay & HUD element. /mob/proc/update_worn_belt() return ///Updates the on-head overlay & HUD element. /mob/proc/update_worn_head() return ///Updates every part of a carbon's body. Including parts, mutant parts, lips, underwear, and socks. /mob/proc/update_body() return ///Updates the glasses overlay & HUD element. /mob/proc/update_worn_glasses() return ///Updates the id overlay & HUD element. /mob/proc/update_worn_id() return ///Updates the shoes overlay & HUD element. /mob/proc/update_worn_shoes() return ///Updates the glasses overlay & HUD element. /mob/proc/update_worn_gloves() return ///Updates the suit storage overlay & HUD element. /mob/proc/update_suit_storage() return ///Updates the pocket overlay & HUD element. /mob/proc/update_pockets() return ///Updates the headset overlay & HUD element. /mob/proc/update_worn_ears() return