Files
Bubberstation/code/game/data_huds.dm
T
RhialsandGitHub 3db49f75cb Heart Attacks are More Violent, and You Can Defib People Repeatedly to Fix Them Like in a Medical Daytime TV Show Drama (#89775)
## About The Pull Request

This overhauls nearly all aspects related to heart attacks, making them
more urgent and threatening. It also enables the use of defibrillators
for quicker, less invasive treatment of heart attacks.

They are now a status effect instead of a virus, with a fixed countdown
of about two and a half minutes before full stoppage. As this timer
counts down, symptoms steadily escalate from audio cues to suffocation
and dizziness. Through treatment, the countdown can be wound back and
eventually cured (or you can just swap the heart like usual. Boring!!).

### Treatment

Replacing the heart is no longer the *only* option for treatment. Now,
heart attacks can be cured with the use of a defib. Each shock will
rewind the countdown (and symptoms) heavily, curing it after 2-4 zaps in
quick succession. In lieu of a defib, most other shock sources will
work, albeit much less effectively.

So, if you're in security and *really* don't feel like going to medical,
you can just have your fellow officers taze you back to health!

![doctor
approved](https://github.com/user-attachments/assets/f633cb08-b7f7-4291-8c18-6fdea4e97c7a)

The emergency penthrite given after the attack has a new icon/message,
and is slightly less forgiving. You can still use it to shock yourself
back to life, still being a very risky move.

The heart attack doesn't manifest on medical HUDs immediately. It only
appears after the victim has reached stage 3 for the first time. At
stage 3, it's pretty apparent to both the victim and anyone around that
they're having a heart attack anyways, but until then it will be on the
victim to identify symptoms. Heart attacks will always be reported on
health analyzer scans, shown as the organ failing due to a myocardial
infarction and a tooltip suggesting defibs/other shocks to treat it.

This also adds two tips, for secoffs and medics, on how to treat a heart
attack.

Defibs also now use up charge for restarting a stopped heart, instead of
only when reviving a corpse.
## Why It's Good For The Game

Making heart attacks more of a threat gives way more weight to something
people should be afraid of, but aren't. Heart attacks fail to emulate
anything resembling a heart attack, to the point that it is lame and
dissapointing. They're an annoyance and a trip to the surgery room for
anyone familiar enough with the game. This iteration may be more
dangerous, but it's also more *exciting* (and can be treated faster).

Broadening the ways to treat a heart attack, or just stave off symptoms,
gives an amount of player agency over this threat. It may be more
urgent, but it doesn't mean it has to be a trip to medbay every time.
You can look for other ways to get zapped (security will help if asked,
I promise) or sandbox up your own solution.

Also, treating heart attacks with defib shocks just makes sense. Why do
we have to trash the whole heart? Usually after a heart attack it still
has like, a year or so of juice left before it quits for good.

More threatening heart attacks also further incentivize synthetic hearts
and working out, or any other clever ways of shielding oneself from an
attack (in case you're paranoid like that).

And lastly, the whole reason I started with this PR in the first place
-- I think it is a bit odd having heart attacks be handled as *diseases*
in the code. Status effects make more sense.
## Changelog
🆑 Rhials
balance: Heart attacks are now more violent and urgent. If you can hear
your own heartbeat and are short of breath, you should probably see a
doctor.
balance: Heart attacks can now be treated and eventually cured with
repeated defibrillation shocks.
balance: Heart attacks can now be treated and eventually cured with
repeated shocks from other sources.
/🆑
2025-04-07 00:15:38 +01:00

574 lines
18 KiB
Plaintext

/*
* Data HUDs have been rewritten in a more generic way.
* In short, they now use an observer-listener pattern.
* See code/datum/hud.dm for the generic hud datum.
* Update the HUD icons when needed with the appropriate hook. (see below)
*/
/* DATA HUD DATUMS */
/atom/proc/add_to_all_human_data_huds()
for(var/datum/atom_hud/data/human/hud in GLOB.huds)
hud.add_atom_to_hud(src)
/atom/proc/remove_from_all_data_huds()
for(var/datum/atom_hud/data/hud in GLOB.huds)
hud.remove_atom_from_hud(src)
/datum/atom_hud/data
/datum/atom_hud/data/human/medical
hud_icons = list(STATUS_HUD, HEALTH_HUD)
/datum/atom_hud/data/human/medical/basic
/datum/atom_hud/data/human/medical/basic/proc/check_sensors(mob/living/carbon/human/human)
if(!istype(human))
return FALSE
if(HAS_TRAIT(human, HUMAN_SENSORS_VISIBLE_WITHOUT_SUIT))
return TRUE
var/obj/item/clothing/under/undersuit = human.w_uniform
if(!istype(undersuit))
return FALSE
if(undersuit.has_sensor < HAS_SENSORS)
return FALSE
if(undersuit.sensor_mode <= SENSOR_VITALS)
return FALSE
return TRUE
/datum/atom_hud/data/human/medical/basic/add_atom_to_single_mob_hud(mob/M, mob/living/carbon/H)
if(check_sensors(H))
..()
/datum/atom_hud/data/human/medical/basic/proc/update_suit_sensors(mob/living/carbon/H)
check_sensors(H) ? add_atom_to_hud(H) : remove_atom_from_hud(H)
/datum/atom_hud/data/human/medical/advanced
/datum/atom_hud/data/human/security
/datum/atom_hud/data/human/security/basic
hud_icons = list(ID_HUD)
/datum/atom_hud/data/human/security/advanced
hud_icons = list(ID_HUD, IMPSEC_FIRST_HUD, IMPLOYAL_HUD, IMPSEC_SECOND_HUD, WANTED_HUD)
/datum/atom_hud/data/human/fan_hud
hud_icons = list(FAN_HUD)
/datum/atom_hud/data/diagnostic
hud_icons = list(DIAG_HUD, DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_BOT_HUD, DIAG_TRACK_HUD, DIAG_CAMERA_HUD, DIAG_AIRLOCK_HUD, DIAG_LAUNCHPAD_HUD)
/datum/atom_hud/data/bot_path
hud_icons = list(DIAG_PATH_HUD)
/datum/atom_hud/data/bot_path/private
uses_global_hud_category = FALSE
/datum/atom_hud/abductor
hud_icons = list(GLAND_HUD)
/datum/atom_hud/ai_detector
hud_icons = list(AI_DETECT_HUD)
/datum/atom_hud/ai_detector/show_to(mob/new_viewer)
. = ..()
if(!new_viewer || hud_users_all_z_levels.len != 1)
return
for(var/mob/eye/camera/ai/eye as anything in GLOB.camera_eyes)
eye.update_ai_detect_hud()
/datum/atom_hud/data/malf_apc
hud_icons = list(MALF_APC_HUD)
/* MED/SEC/DIAG HUD HOOKS */
/*
* THESE HOOKS SHOULD BE CALLED BY THE MOB SHOWING THE HUD
*/
/***********************************************
Medical HUD! Basic mode needs suit sensors on.
************************************************/
//HELPERS
//called when a carbon changes virus
/mob/living/carbon/proc/check_virus()
var/threat
var/severity
if(HAS_TRAIT(src, TRAIT_DISEASELIKE_SEVERITY_MEDIUM))
severity = DISEASE_SEVERITY_MEDIUM
threat = get_disease_severity_value(severity)
if(HAS_TRAIT(src, TRAIT_DISEASELIKE_SEVERITY_HIGH))
severity = DISEASE_SEVERITY_DANGEROUS
threat = get_disease_severity_value(severity)
for(var/thing in diseases)
var/datum/disease/D = thing
if(!(D.visibility_flags & HIDDEN_SCANNER))
if(!threat || get_disease_severity_value(D.severity) > threat) //a buffing virus gets an icon
threat = get_disease_severity_value(D.severity)
severity = D.severity
return severity
//helper for getting the appropriate health status
/proc/RoundHealth(mob/living/M)
if(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_FAKEDEATH)))
return "health-100" //what's our health? it doesn't matter, we're dead, or faking
var/maxi_health = M.maxHealth
if(iscarbon(M) && M.health < 0)
maxi_health = 100 //so crit shows up right for aliens and other high-health carbon mobs; noncarbons don't have crit.
var/resulthealth = (M.health / maxi_health) * 100
switch(resulthealth)
if(100 to INFINITY)
return "health100"
if(90.625 to 100)
return "health93.75"
if(84.375 to 90.625)
return "health87.5"
if(78.125 to 84.375)
return "health81.25"
if(71.875 to 78.125)
return "health75"
if(65.625 to 71.875)
return "health68.75"
if(59.375 to 65.625)
return "health62.5"
if(53.125 to 59.375)
return "health56.25"
if(46.875 to 53.125)
return "health50"
if(40.625 to 46.875)
return "health43.75"
if(34.375 to 40.625)
return "health37.5"
if(28.125 to 34.375)
return "health31.25"
if(21.875 to 28.125)
return "health25"
if(15.625 to 21.875)
return "health18.75"
if(9.375 to 15.625)
return "health12.5"
if(1 to 9.375)
return "health6.25"
if(-50 to 1)
return "health0"
if(-85 to -50)
return "health-50"
if(-99 to -85)
return "health-85"
else
return "health-100"
//HOOKS
//called when a human changes suit sensors
/mob/living/carbon/proc/update_suit_sensors()
var/datum/atom_hud/data/human/medical/basic/B = GLOB.huds[DATA_HUD_MEDICAL_BASIC]
B.update_suit_sensors(src)
//called when a living mob changes health
/mob/living/proc/med_hud_set_health()
set_hud_image_state(HEALTH_HUD, "hud[RoundHealth(src)]")
// Called when a carbon changes stat, virus or XENO_HOST
// Returns TRUE if the mob is considered "perfectly healthy", FALSE otherwise
/mob/living/proc/med_hud_set_status()
if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
set_hud_image_state(STATUS_HUD, "huddead")
return FALSE
set_hud_image_state(STATUS_HUD, "hudhealthy")
return TRUE
/mob/living/carbon/med_hud_set_status()
if(HAS_TRAIT(src, TRAIT_XENO_HOST))
set_hud_image_state(STATUS_HUD, "hudxeno")
return FALSE
if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
if(HAS_TRAIT(src, TRAIT_MIND_TEMPORARILY_GONE) || can_defib_client())
set_hud_image_state(STATUS_HUD, "huddefib")
else if(HAS_TRAIT(src, TRAIT_GHOSTROLE_ON_REVIVE))
set_hud_image_state(STATUS_HUD, "hudghost")
else
set_hud_image_state(STATUS_HUD, "huddead")
return FALSE
var/virus_threat = check_virus()
if (!virus_threat)
set_hud_image_state(STATUS_HUD, "hudhealthy")
return TRUE
switch(virus_threat)
if(DISEASE_SEVERITY_UNCURABLE)
set_hud_image_state(STATUS_HUD, "hudill6")
if(DISEASE_SEVERITY_BIOHAZARD)
set_hud_image_state(STATUS_HUD, "hudill5")
if(DISEASE_SEVERITY_DANGEROUS)
set_hud_image_state(STATUS_HUD, "hudill4")
if(DISEASE_SEVERITY_HARMFUL)
set_hud_image_state(STATUS_HUD, "hudill3")
if(DISEASE_SEVERITY_MEDIUM)
set_hud_image_state(STATUS_HUD, "hudill2")
if(DISEASE_SEVERITY_MINOR)
set_hud_image_state(STATUS_HUD, "hudill1")
if(DISEASE_SEVERITY_NONTHREAT)
set_hud_image_state(STATUS_HUD, "hudill0")
if(DISEASE_SEVERITY_POSITIVE)
set_hud_image_state(STATUS_HUD, "hudbuff")
return FALSE
/mob/living/carbon/human/med_hud_set_status()
. = ..()
if (!.)
return
var/obj/item/clothing/under/uniform = w_uniform
if(istype(uniform) && uniform.has_sensor == BROKEN_SENSORS)
set_hud_image_state(STATUS_HUD, "hudnosensor")
return FALSE
/***********************************************
FAN HUDs! For identifying other fans on-sight.
************************************************/
//HOOKS
/mob/living/carbon/human/proc/fan_hud_set_fandom()
var/obj/item/clothing/under/undershirt = w_uniform
if(!istype(undershirt))
set_hud_image_inactive(FAN_HUD)
return
set_hud_image_active(FAN_HUD)
for(var/accessory in undershirt.attached_accessories)
if(istype(accessory, /obj/item/clothing/accessory/mime_fan_pin))
set_hud_image_state(FAN_HUD, "mime_fan_pin")
return
if(istype(accessory, /obj/item/clothing/accessory/clown_enjoyer_pin))
set_hud_image_state(FAN_HUD, "clown_enjoyer_pin")
return
set_hud_image_state(FAN_HUD, "hudfan_no")
/***********************************************
Security HUDs! Basic mode shows only the job.
************************************************/
//HOOKS
/mob/living/carbon/human/proc/sec_hud_set_ID()
var/sechud_icon_state = wear_id?.get_sechud_job_icon_state()
if(!sechud_icon_state || HAS_TRAIT(src, TRAIT_UNKNOWN))
sechud_icon_state = "hudno_id"
set_hud_image_state(ID_HUD, sechud_icon_state)
sec_hud_set_security_status()
/mob/living/proc/sec_hud_set_implants()
for(var/hud_type in (list(IMPSEC_FIRST_HUD, IMPLOYAL_HUD, IMPSEC_SECOND_HUD) & hud_list))
set_hud_image_inactive(hud_type)
var/security_slot = 1 //Which of the two security hud slots are we putting found security implants in?
for(var/obj/item/implant/current_implant in implants)
if(current_implant.implant_flags & IMPLANT_TYPE_SECURITY)
switch(security_slot)
if(1)
set_hud_image_state(IMPSEC_FIRST_HUD, current_implant.hud_icon_state)
set_hud_image_active(IMPSEC_FIRST_HUD)
security_slot++
if(2) //Theoretically if we somehow get multiple sec implants, whatever the most recently implanted implant is will take over the 2nd position
set_hud_image_state(IMPSEC_SECOND_HUD, current_implant.hud_icon_state, x_offset = (ICON_SIZE_X / 4 - 1)) //Adds an offset that mirrors the hud blip to the other side of the mob
set_hud_image_active(IMPSEC_SECOND_HUD)
if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
set_hud_image_state(IMPLOYAL_HUD, "hud_imp_loyal")
set_hud_image_active(IMPLOYAL_HUD)
/mob/living/carbon/human/proc/sec_hud_set_security_status()
if(!hud_list)
// We haven't finished initializing yet, huds will be updated once we are
return
if (HAS_TRAIT(src, TRAIT_ALWAYS_WANTED))
set_hud_image_state(WANTED_HUD, "hudwanted")
set_hud_image_active(WANTED_HUD)
return
var/perp_name = get_face_name(get_id_name(""))
if(!perp_name || !GLOB.manifest)
set_hud_image_inactive(WANTED_HUD)
return
var/datum/record/crew/target = find_record(perp_name)
if(!target || target.wanted_status == WANTED_NONE)
set_hud_image_inactive(WANTED_HUD)
return
switch(target.wanted_status)
if(WANTED_ARREST)
set_hud_image_state(WANTED_HUD, "hudwanted")
if(WANTED_PRISONER)
set_hud_image_state(WANTED_HUD, "hudincarcerated")
if(WANTED_SUSPECT)
set_hud_image_state(WANTED_HUD, "hudsuspected")
if(WANTED_PAROLE)
set_hud_image_state(WANTED_HUD, "hudparolled")
if(WANTED_DISCHARGED)
set_hud_image_state(WANTED_HUD, "huddischarged")
set_hud_image_active(WANTED_HUD)
//Utility functions
/**
* Updates the visual security huds on all mobs in GLOB.human_list that match the name passed to it.
*/
/proc/update_matching_security_huds(perp_name)
for (var/mob/living/carbon/human/h as anything in GLOB.human_list)
if (h.get_face_name(h.get_id_name("")) == perp_name)
h.sec_hud_set_security_status()
/**
* Updates the visual security huds on all mobs in GLOB.human_list
*/
/proc/update_all_security_huds()
for(var/mob/living/carbon/human/h as anything in GLOB.human_list)
h.sec_hud_set_security_status()
/***********************************************
Diagnostic HUDs!
************************************************/
//For Diag health and cell bars!
/proc/RoundDiagBar(value)
switch(value * 100)
if(95 to INFINITY)
return "max"
if(80 to 100)
return "good"
if(60 to 80)
return "high"
if(40 to 60)
return "med"
if(20 to 40)
return "low"
if(1 to 20)
return "crit"
else
return "dead"
//Sillycone hooks
/mob/living/silicon/proc/diag_hud_set_health()
if(stat == DEAD)
set_hud_image_state(DIAG_HUD, "huddiagdead")
else
set_hud_image_state(DIAG_HUD, "huddiag[RoundDiagBar(health/maxHealth)]")
/mob/living/silicon/proc/diag_hud_set_status()
switch(stat)
if(CONSCIOUS)
set_hud_image_state(DIAG_STAT_HUD, "hudstat")
if(UNCONSCIOUS, HARD_CRIT)
set_hud_image_state(DIAG_STAT_HUD, "hudoffline")
else
set_hud_image_state(DIAG_STAT_HUD, "huddead2")
//Borgie battery tracking!
/mob/living/silicon/robot/proc/diag_hud_set_borgcell()
if(cell)
var/chargelvl = (cell.charge/cell.maxcharge)
set_hud_image_state(DIAG_BATT_HUD, "hudbatt[RoundDiagBar(chargelvl)]")
else
set_hud_image_state(DIAG_BATT_HUD, "hudnobatt")
//borg-AI shell tracking
/mob/living/silicon/robot/proc/diag_hud_set_aishell() //Shows if AI is controlling a cyborg via a BORIS module
if(!shell) //Not an AI shell
set_hud_image_inactive(DIAG_TRACK_HUD)
return
if(deployed) //AI shell in use by an AI
set_hud_image_state(DIAG_TRACK_HUD, "hudtrackingai")
else //Empty AI shell
set_hud_image_state(DIAG_TRACK_HUD, "hudtracking")
set_hud_image_active(DIAG_TRACK_HUD)
//AI side tracking of AI shell control
/mob/living/silicon/ai/proc/diag_hud_set_deployed() //Shows if AI is currently shunted into a BORIS borg
if(!deployed_shell)
set_hud_image_inactive(DIAG_TRACK_HUD)
return
//AI is currently controlling a shell
set_hud_image_state(DIAG_TRACK_HUD, "hudtrackingai")
set_hud_image_active(DIAG_TRACK_HUD)
/*~~~~~~~~~~~~~~~~~~~~
BIG STOMPY MECHS
~~~~~~~~~~~~~~~~~~~~~*/
/obj/vehicle/sealed/mecha/proc/diag_hud_set_mechhealth()
set_hud_image_state(DIAG_MECH_HUD, "huddiag[RoundDiagBar(atom_integrity/max_integrity)]")
/obj/vehicle/sealed/mecha/proc/diag_hud_set_mechcell()
if(cell)
var/chargelvl = cell.charge/cell.maxcharge
set_hud_image_state(DIAG_BATT_HUD, "hudbatt[RoundDiagBar(chargelvl)]")
else
set_hud_image_state(DIAG_BATT_HUD, "hudnobatt")
/obj/vehicle/sealed/mecha/proc/diag_hud_set_mechstat()
if(!internal_damage)
set_hud_image_inactive(DIAG_STAT_HUD)
return
set_hud_image_state(DIAG_STAT_HUD, "hudwarn")
set_hud_image_active(DIAG_STAT_HUD)
///Shows tracking beacons on the mech
/obj/vehicle/sealed/mecha/proc/diag_hud_set_mechtracking()
var/new_icon_state //This var exists so that the holder's icon state is set only once in the event of multiple mech beacons.
for(var/obj/item/mecha_parts/mecha_tracking/tracker in trackers)
if(tracker.ai_beacon) //Beacon with AI uplink
new_icon_state = "hudtrackingai"
break //Immediately terminate upon finding an AI beacon to ensure it is always shown over the normal one, as mechs can have several trackers.
else
new_icon_state = "hudtracking"
set_hud_image_state(DIAG_TRACK_HUD, new_icon_state)
///Shows inbuilt camera on the mech; if the camera's view range was affected by an EMP, shows a red blip while it's affected
/obj/vehicle/sealed/mecha/proc/diag_hud_set_camera()
if(!chassis_camera)
set_hud_image_inactive(DIAG_CAMERA_HUD)
return
set_hud_image_active(DIAG_CAMERA_HUD)
if(chassis_camera?.is_emp_scrambled)
set_hud_image_state(DIAG_CAMERA_HUD, "hudcamera_empd")
else
set_hud_image_state(DIAG_CAMERA_HUD, "hudcamera")
/*~~~~~~~~~
Bots!
~~~~~~~~~~*/
/mob/living/simple_animal/bot/proc/diag_hud_set_bothealth()
set_hud_image_state(DIAG_HUD, "huddiag[RoundDiagBar(health/maxHealth)]")
/mob/living/simple_animal/bot/proc/diag_hud_set_botstat() //On (With wireless on or off), Off, EMP'ed
if(bot_mode_flags & BOT_MODE_ON)
set_hud_image_state(DIAG_STAT_HUD, "hudstat")
else if(stat) //Generally EMP causes this
set_hud_image_state(DIAG_STAT_HUD, "hudoffline")
else //Bot is off
set_hud_image_state(DIAG_STAT_HUD, "huddead2")
/mob/living/simple_animal/bot/proc/diag_hud_set_botmode() //Shows a bot's current operation
if(client) //If the bot is player controlled, it will not be following mode logic!
set_hud_image_state(DIAG_BOT_HUD, "hudsentient")
return
switch(mode)
if(BOT_SUMMON, BOT_RESPONDING) //Responding to PDA or AI summons
set_hud_image_state(DIAG_BOT_HUD, "hudcalled")
if(BOT_CLEANING, BOT_HEALING) //Cleanbot cleaning, repairbot fixing, or Medibot Healing
set_hud_image_state(DIAG_BOT_HUD, "hudworking")
if(BOT_PATROL, BOT_START_PATROL) //Patrol mode
set_hud_image_state(DIAG_BOT_HUD, "hudpatrol")
if(BOT_PREP_ARREST, BOT_ARREST, BOT_HUNT) //STOP RIGHT THERE, CRIMINAL SCUM!
set_hud_image_state(DIAG_BOT_HUD, "hudalert")
if(BOT_MOVING, BOT_DELIVER, BOT_GO_HOME, BOT_NAV) //Moving to target for normal bots, moving to deliver or go home for MULES.
set_hud_image_state(DIAG_BOT_HUD, "hudmove")
else
set_hud_image_state(DIAG_BOT_HUD, "")
/mob/living/simple_animal/bot/mulebot/proc/diag_hud_set_mulebotcell()
if(cell)
var/chargelvl = (cell.charge/cell.maxcharge)
set_hud_image_state(DIAG_BATT_HUD, "hudbatt[RoundDiagBar(chargelvl)]")
else
set_hud_image_state(DIAG_STAT_HUD, "hudnobatt")
/*~~~~~~~~~~~~
Airlocks!
~~~~~~~~~~~~~*/
/obj/machinery/door/airlock/proc/diag_hud_set_electrified()
if(secondsElectrified == MACHINE_NOT_ELECTRIFIED)
set_hud_image_inactive(DIAG_AIRLOCK_HUD)
return
var/image/holder = hud_list[DIAG_AIRLOCK_HUD]
holder.icon_state = "electrified"
set_hud_image_active(DIAG_AIRLOCK_HUD)
/// Applies hacked overlay for malf AIs
/obj/machinery/power/apc/proc/set_hacked_hud()
var/image/holder = hud_list[MALF_APC_HUD]
holder.loc = get_turf(src)
SET_PLANE(holder,ABOVE_LIGHTING_PLANE,src)
set_hud_image_active(MALF_APC_HUD)
#define CACHED_WIDTH_INDEX "width"
#define CACHED_HEIGHT_INDEX "height"
/atom/proc/get_cached_width()
if (isnull(icon))
return 0
var/list/dimensions = get_icon_dimensions(icon)
return dimensions[CACHED_WIDTH_INDEX]
/atom/proc/get_cached_height()
if (isnull(icon))
return 0
var/list/dimensions = get_icon_dimensions(icon)
return dimensions[CACHED_HEIGHT_INDEX]
#undef CACHED_WIDTH_INDEX
#undef CACHED_HEIGHT_INDEX
/atom/proc/get_visual_width()
var/width = get_cached_width()
var/height = get_cached_height()
var/scale_list = list(
width * transform.a + height * transform.b + transform.c,
width * transform.a + transform.c,
height * transform.b + transform.c,
transform.c
)
return max(scale_list) - min(scale_list)
/atom/proc/get_visual_height()
var/width = get_cached_width()
var/height = get_cached_height()
var/scale_list = list(
width * transform.d + height * transform.e + transform.f,
width * transform.d + transform.f,
height * transform.e + transform.f,
transform.f
)
return max(scale_list) - min(scale_list)
/atom/proc/adjust_hud_position(image/holder, animate_time = null)
if (animate_time)
animate(holder, pixel_w = -(get_cached_width() - ICON_SIZE_X) / 2, pixel_z = get_cached_height() - ICON_SIZE_Y, time = animate_time)
return
holder.pixel_w = -(get_cached_width() - ICON_SIZE_X) / 2
holder.pixel_z = get_cached_height() - ICON_SIZE_Y
/atom/proc/set_hud_image_state(hud_type, hud_state, x_offset = 0, y_offset = 0)
if (!hud_list) // Still initializing
return
var/image/holder = hud_list[hud_type]
if (!holder)
return
if (!istype(holder)) // Can contain lists for HUD_LIST_LIST hinted HUDs, if someone fucks up and passes this here we wanna know about it
CRASH("[src] ([type]) had a HUD_LIST_LIST hud_type [hud_type] passed into set_hud_image_state!")
holder.icon_state = hud_state
adjust_hud_position(holder)
if (x_offset || y_offset)
holder.pixel_w += x_offset
holder.pixel_z += y_offset