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* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message.
72 lines
1.8 KiB
Plaintext
72 lines
1.8 KiB
Plaintext
//Used for normal mobs that have hands.
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/datum/hud/dextrous/New(mob/living/owner, ui_style = 'icons/mob/screen_midnight.dmi')
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..()
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var/obj/screen/using
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using = new /obj/screen/drop()
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using.icon = ui_style
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using.screen_loc = ui_drone_drop
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static_inventory += using
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pull_icon = new /obj/screen/pull()
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pull_icon.icon = ui_style
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pull_icon.update_icon(mymob)
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pull_icon.screen_loc = ui_drone_pull
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static_inventory += pull_icon
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build_hand_slots(ui_style)
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using = new /obj/screen/swap_hand()
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using.icon = ui_style
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using.icon_state = "swap_1_m"
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using.screen_loc = ui_swaphand_position(owner,1)
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static_inventory += using
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using = new /obj/screen/swap_hand()
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using.icon = ui_style
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using.icon_state = "swap_2"
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using.screen_loc = ui_swaphand_position(owner,2)
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static_inventory += using
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zone_select = new /obj/screen/zone_sel()
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zone_select.icon = ui_style
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zone_select.update_icon(mymob)
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using = new /obj/screen/inventory/craft
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using.icon = ui_style
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static_inventory += using
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using = new /obj/screen/inventory/area_creator
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using.icon = ui_style
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static_inventory += using
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mymob.client.screen = list()
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for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
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if(inv.slot_id)
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inv.hud = src
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inv_slots[inv.slot_id] = inv
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inv.update_icon()
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/datum/hud/dextrous/persistant_inventory_update()
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if(!mymob)
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return
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var/mob/living/D = mymob
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if(hud_version != HUD_STYLE_NOHUD)
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for(var/obj/item/I in D.held_items)
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I.screen_loc = ui_hand_position(D.get_held_index_of_item(I))
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D.client.screen += I
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else
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for(var/obj/item/I in D.held_items)
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I.screen_loc = null
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D.client.screen -= I
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//Dextrous simple mobs can use hands!
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/mob/living/simple_animal/create_mob_hud()
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if(client && !hud_used)
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if(dextrous)
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hud_used = new dextrous_hud_type(src, ui_style2icon(client.prefs.UI_style))
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else
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..()
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