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* Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion (#62718) About The Pull Request This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend). 2021-11-09T16-27-26.mp4 Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR. Fixes #59767 TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them. Changelog cl fix: Antag HUDs will no longer clear on deconversion if the player was another antag. qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest. /cl * Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion * Update sol_fed.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
75 lines
2.3 KiB
Plaintext
75 lines
2.3 KiB
Plaintext
// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list
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// note: if you add more HUDs, even for non-human atoms, make sure to use unique numbers for the defines!
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// /datum/atom_hud expects these to be unique
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// these need to be strings in order to make them associative lists
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/// dead, alive, sick, health status
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#define HEALTH_HUD "1"
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/// a simple line rounding the mob's number health
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#define STATUS_HUD "2"
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/// the job asigned to your ID
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#define ID_HUD "3"
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/// wanted, released, parroled, security status
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#define WANTED_HUD "4"
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/// loyality implant
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#define IMPLOYAL_HUD "5"
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/// chemical implant
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#define IMPCHEM_HUD "6"
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/// tracking implant
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#define IMPTRACK_HUD "7"
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/// Silicon/Mech/Circuit Status
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#define DIAG_STAT_HUD "8"
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/// Silicon health bar
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#define DIAG_HUD "9"
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/// Borg/Mech/Circutry power meter
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#define DIAG_BATT_HUD "10"
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/// Mech health bar
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#define DIAG_MECH_HUD "11"
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/// Bot HUDs
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#define DIAG_BOT_HUD "12"
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/// Circuit assembly health bar
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#define DIAG_CIRCUIT_HUD "13"
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/// Mech/Silicon tracking beacon, Circutry long range icon
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#define DIAG_TRACK_HUD "14"
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/// Airlock shock overlay
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#define DIAG_AIRLOCK_HUD "15"
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/// Bot path indicators
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#define DIAG_PATH_HUD "16"
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/// Gland indicators for abductors
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#define GLAND_HUD "17"
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#define SENTIENT_DISEASE_HUD "18"
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#define AI_DETECT_HUD "19"
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/// Displays launchpads' targeting reticle
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#define DIAG_LAUNCHPAD_HUD "22"
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//for antag huds. these are used at the /mob level
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#define ANTAG_HUD "23"
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// for fans to identify pins
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#define FAN_HUD "24"
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//SKYRAT EDIT ADDITION - GUNHUD
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// ammo of guns
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#define AMMO_HUD "25"
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//by default everything in the hud_list of an atom is an image
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//a value in hud_list with one of these will change that behavior
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#define HUD_LIST_LIST 1
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//data HUD (medhud, sechud) defines
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//Don't forget to update human/New() if you change these!
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#define DATA_HUD_SECURITY_BASIC 1
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#define DATA_HUD_SECURITY_ADVANCED 2
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#define DATA_HUD_MEDICAL_BASIC 3
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#define DATA_HUD_MEDICAL_ADVANCED 4
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#define DATA_HUD_DIAGNOSTIC_BASIC 5
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#define DATA_HUD_DIAGNOSTIC_ADVANCED 6
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#define DATA_HUD_ABDUCTOR 7
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#define DATA_HUD_SENTIENT_DISEASE 8
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#define DATA_HUD_AI_DETECT 9
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#define DATA_HUD_FAN 10
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// Notification action types
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#define NOTIFY_JUMP "jump"
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#define NOTIFY_ATTACK "attack"
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#define NOTIFY_ORBIT "orbit"
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/// cooldown for being shown the images for any particular data hud
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#define ADD_HUD_TO_COOLDOWN 20
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