Files
Bubberstation/code/__DEFINES/atom_hud.dm
SkyratBot 2e0e84a6dd [MIRROR] Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion [MDB IGNORE] (#9397)
* 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>
2021-11-14 23:27:01 +00:00

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// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list
// note: if you add more HUDs, even for non-human atoms, make sure to use unique numbers for the defines!
// /datum/atom_hud expects these to be unique
// these need to be strings in order to make them associative lists
/// dead, alive, sick, health status
#define HEALTH_HUD "1"
/// a simple line rounding the mob's number health
#define STATUS_HUD "2"
/// the job asigned to your ID
#define ID_HUD "3"
/// wanted, released, parroled, security status
#define WANTED_HUD "4"
/// loyality implant
#define IMPLOYAL_HUD "5"
/// chemical implant
#define IMPCHEM_HUD "6"
/// tracking implant
#define IMPTRACK_HUD "7"
/// Silicon/Mech/Circuit Status
#define DIAG_STAT_HUD "8"
/// Silicon health bar
#define DIAG_HUD "9"
/// Borg/Mech/Circutry power meter
#define DIAG_BATT_HUD "10"
/// Mech health bar
#define DIAG_MECH_HUD "11"
/// Bot HUDs
#define DIAG_BOT_HUD "12"
/// Circuit assembly health bar
#define DIAG_CIRCUIT_HUD "13"
/// Mech/Silicon tracking beacon, Circutry long range icon
#define DIAG_TRACK_HUD "14"
/// Airlock shock overlay
#define DIAG_AIRLOCK_HUD "15"
/// Bot path indicators
#define DIAG_PATH_HUD "16"
/// Gland indicators for abductors
#define GLAND_HUD "17"
#define SENTIENT_DISEASE_HUD "18"
#define AI_DETECT_HUD "19"
/// Displays launchpads' targeting reticle
#define DIAG_LAUNCHPAD_HUD "22"
//for antag huds. these are used at the /mob level
#define ANTAG_HUD "23"
// for fans to identify pins
#define FAN_HUD "24"
//SKYRAT EDIT ADDITION - GUNHUD
// ammo of guns
#define AMMO_HUD "25"
//by default everything in the hud_list of an atom is an image
//a value in hud_list with one of these will change that behavior
#define HUD_LIST_LIST 1
//data HUD (medhud, sechud) defines
//Don't forget to update human/New() if you change these!
#define DATA_HUD_SECURITY_BASIC 1
#define DATA_HUD_SECURITY_ADVANCED 2
#define DATA_HUD_MEDICAL_BASIC 3
#define DATA_HUD_MEDICAL_ADVANCED 4
#define DATA_HUD_DIAGNOSTIC_BASIC 5
#define DATA_HUD_DIAGNOSTIC_ADVANCED 6
#define DATA_HUD_ABDUCTOR 7
#define DATA_HUD_SENTIENT_DISEASE 8
#define DATA_HUD_AI_DETECT 9
#define DATA_HUD_FAN 10
// Notification action types
#define NOTIFY_JUMP "jump"
#define NOTIFY_ATTACK "attack"
#define NOTIFY_ORBIT "orbit"
/// cooldown for being shown the images for any particular data hud
#define ADD_HUD_TO_COOLDOWN 20