[MIRROR] obj screen to atom movable screen (#11719)

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-09-21 16:04:35 -07:00
committed by GitHub
parent fd68853af6
commit 303e88c0b2
141 changed files with 1307 additions and 1386 deletions

View File

@@ -21,14 +21,14 @@
HUD.slot_info = slot_info
var/list/hud_elements = list()
var/obj/screen/using
var/obj/screen/inventory/inv_box
var/atom/movable/screen/using
var/atom/movable/screen/inventory/inv_box
// Draw the various inventory equipment slots.
var/has_hidden_gear
for(var/gear_slot in hud_data.gear)
inv_box = new /obj/screen/inventory()
inv_box = new /atom/movable/screen/inventory()
inv_box.icon = HUD.ui_style
inv_box.color = HUD.ui_color
inv_box.alpha = HUD.ui_alpha
@@ -51,7 +51,7 @@
adding += inv_box
if(has_hidden_gear)
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = "toggle"
using.icon = HUD.ui_style
using.icon_state = "other"
@@ -64,7 +64,7 @@
// Draw the attack intent dialogue.
if(hud_data.has_a_intent)
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = "act_intent"
using.icon = HUD.ui_style
using.icon_state = "intent_"+a_intent
@@ -82,7 +82,7 @@
ico = new(HUD.ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),1,ico.Height()/2,ico.Width()/2,ico.Height())
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = I_HELP
using.icon = ico
using.screen_loc = ui_acti
@@ -94,7 +94,7 @@
ico = new(HUD.ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,ico.Height()/2,ico.Width(),ico.Height())
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = I_DISARM
using.icon = ico
using.screen_loc = ui_acti
@@ -106,7 +106,7 @@
ico = new(HUD.ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,1,ico.Width(),ico.Height()/2)
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = I_GRAB
using.icon = ico
using.screen_loc = ui_acti
@@ -118,7 +118,7 @@
ico = new(HUD.ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),1,1,ico.Width()/2,ico.Height()/2)
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = I_HURT
using.icon = ico
using.screen_loc = ui_acti
@@ -129,7 +129,7 @@
//end intent small hud objects
if(hud_data.has_m_intent)
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = "mov_intent"
using.icon = HUD.ui_style
using.icon_state = (m_intent == I_RUN ? "running" : "walking")
@@ -140,7 +140,7 @@
HUD.move_intent = using
if(hud_data.has_drop)
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = "drop"
using.icon = HUD.ui_style
using.icon_state = "act_drop"
@@ -151,7 +151,7 @@
if(hud_data.has_hands)
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = "equip"
using.icon = HUD.ui_style
using.icon_state = "act_equip"
@@ -160,14 +160,14 @@
using.alpha = HUD.ui_alpha
adding += using
using = new /obj/screen/useself()
using = new /atom/movable/screen/useself()
using.icon = HUD.ui_style
using.screen_loc = ui_swaphand2
using.color = HUD.ui_color
using.alpha = HUD.ui_alpha
adding |= using
inv_box = new /obj/screen/inventory/hand()
inv_box = new /atom/movable/screen/inventory/hand()
inv_box.hud = HUD
inv_box.name = "r_hand"
inv_box.icon = HUD.ui_style
@@ -182,7 +182,7 @@
adding += inv_box
slot_info["[slot_r_hand]"] = inv_box.screen_loc
inv_box = new /obj/screen/inventory/hand()
inv_box = new /atom/movable/screen/inventory/hand()
inv_box.hud = HUD
inv_box.name = "l_hand"
inv_box.icon = HUD.ui_style
@@ -197,7 +197,7 @@
adding += inv_box
slot_info["[slot_l_hand]"] = inv_box.screen_loc
using = new /obj/screen/inventory()
using = new /atom/movable/screen/inventory()
using.name = "hand"
using.icon = HUD.ui_style
using.icon_state = "hand1"
@@ -207,7 +207,7 @@
using.hud = HUD
adding += using
using = new /obj/screen/inventory()
using = new /atom/movable/screen/inventory()
using.name = "hand"
using.icon = HUD.ui_style
using.icon_state = "hand2"
@@ -218,7 +218,7 @@
adding += using
if(hud_data.has_resist)
using = new /obj/screen()
using = new /atom/movable/screen()
using.name = "resist"
using.icon = HUD.ui_style
using.icon_state = "act_resist"
@@ -228,7 +228,7 @@
hotkeybuttons += using
if(hud_data.has_throw)
throw_icon = new /obj/screen()
throw_icon = new /atom/movable/screen()
throw_icon.icon = HUD.ui_style
throw_icon.icon_state = "act_throw_off"
throw_icon.name = "throw"
@@ -238,7 +238,7 @@
hotkeybuttons += throw_icon
hud_elements |= throw_icon
pullin = new /obj/screen()
pullin = new /atom/movable/screen()
pullin.icon = HUD.ui_style
pullin.icon_state = "pull0"
pullin.name = "pull"
@@ -247,7 +247,7 @@
hud_elements |= pullin
if(hud_data.has_internals)
internals = new /obj/screen()
internals = new /atom/movable/screen()
internals.icon = HUD.ui_style
internals.icon_state = "internal0"
if(istype(internal, /obj/item/tank)) //Internals on already? Iight, prove it
@@ -257,14 +257,14 @@
hud_elements |= internals
if(hud_data.has_warnings)
healths = new /obj/screen()
healths = new /atom/movable/screen()
healths.icon = HUD.ui_style
healths.icon_state = "health0"
healths.name = "health"
healths.screen_loc = ui_health
hud_elements |= healths
autowhisper_display = new /obj/screen()
autowhisper_display = new /atom/movable/screen()
autowhisper_display.icon = 'icons/mob/screen/minimalist.dmi'
autowhisper_display.icon_state = "autowhisper"
autowhisper_display.name = "autowhisper"
@@ -272,7 +272,7 @@
hud_elements |= autowhisper_display
adding |= autowhisper_display
var/obj/screen/aw = new /obj/screen()
var/atom/movable/screen/aw = new /atom/movable/screen()
aw.icon = 'icons/mob/screen/minimalist.dmi'
aw.icon_state = "aw-select"
aw.name = "autowhisper mode"
@@ -280,7 +280,7 @@
hud_elements |= aw
adding |= aw
aw = new /obj/screen()
aw = new /atom/movable/screen()
aw.icon = 'icons/mob/screen/minimalist.dmi'
aw.icon_state = "lang"
aw.name = "check known languages"
@@ -288,7 +288,7 @@
hud_elements |= aw
adding |= aw
aw = new /obj/screen()
aw = new /atom/movable/screen()
aw.icon = 'icons/mob/screen/minimalist.dmi'
aw.icon_state = "pose"
aw.name = "set pose"
@@ -296,7 +296,7 @@
hud_elements |= aw
adding |= aw
aw = new /obj/screen()
aw = new /atom/movable/screen()
aw.icon = 'icons/mob/screen/minimalist.dmi'
aw.icon_state = "up"
aw.name = "move upwards"
@@ -304,7 +304,7 @@
hud_elements |= aw
adding |= aw
aw = new /obj/screen()
aw = new /atom/movable/screen()
aw.icon = 'icons/mob/screen/minimalist.dmi'
aw.icon_state = "down"
aw.name = "move downwards"
@@ -312,7 +312,7 @@
hud_elements |= aw
adding |= aw
aw = new /obj/screen()
aw = new /atom/movable/screen()
aw.icon = HUD.ui_style
aw.icon_state = "use"
aw.name = "use held item on self"
@@ -326,25 +326,25 @@
hud_elements |= xenochimera_danger_display
hud_elements |= lleill_display
ling_chem_display = new /obj/screen/ling/chems()
ling_chem_display = new /atom/movable/screen/ling/chems()
ling_chem_display.screen_loc = ui_ling_chemical_display
ling_chem_display.icon_state = "ling_chems"
hud_elements |= ling_chem_display
wiz_instability_display = new /obj/screen/wizard/instability()
wiz_instability_display = new /atom/movable/screen/wizard/instability()
wiz_instability_display.screen_loc = ui_wiz_instability_display
wiz_instability_display.icon_state = "wiz_instability_none"
hud_elements |= wiz_instability_display
wiz_energy_display = new/obj/screen/wizard/energy()
wiz_energy_display = new/atom/movable/screen/wizard/energy()
wiz_energy_display.screen_loc = ui_wiz_energy_display
wiz_energy_display.icon_state = "wiz_energy"
hud_elements |= wiz_energy_display
pain = new /obj/screen( null )
pain = new /atom/movable/screen( null )
zone_sel = new /obj/screen/zone_sel( null )
zone_sel = new /atom/movable/screen/zone_sel( null )
zone_sel.icon = HUD.ui_style
zone_sel.color = HUD.ui_color
zone_sel.alpha = HUD.ui_alpha
@@ -353,23 +353,23 @@
hud_elements |= zone_sel
//Handle the gun settings buttons
gun_setting_icon = new /obj/screen/gun/mode(null)
gun_setting_icon = new /atom/movable/screen/gun/mode(null)
gun_setting_icon.icon = HUD.ui_style
gun_setting_icon.color = HUD.ui_color
gun_setting_icon.alpha = HUD.ui_alpha
hud_elements |= gun_setting_icon
item_use_icon = new /obj/screen/gun/item(null)
item_use_icon = new /atom/movable/screen/gun/item(null)
item_use_icon.icon = HUD.ui_style
item_use_icon.color = HUD.ui_color
item_use_icon.alpha = HUD.ui_alpha
gun_move_icon = new /obj/screen/gun/move(null)
gun_move_icon = new /atom/movable/screen/gun/move(null)
gun_move_icon.icon = HUD.ui_style
gun_move_icon.color = HUD.ui_color
gun_move_icon.alpha = HUD.ui_alpha
radio_use_icon = new /obj/screen/gun/radio(null)
radio_use_icon = new /atom/movable/screen/gun/radio(null)
radio_use_icon.icon = HUD.ui_style
radio_use_icon.color = HUD.ui_color
radio_use_icon.alpha = HUD.ui_alpha
@@ -403,31 +403,31 @@
all_underwear.Cut()
regenerate_icons()
/obj/screen/ling
/atom/movable/screen/ling
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/ling/chems
/atom/movable/screen/ling/chems
name = "chemical storage"
icon_state = "power_display"
/obj/screen/wizard
/atom/movable/screen/wizard
invisibility = INVISIBILITY_ABSTRACT
/obj/screen/wizard/instability
/atom/movable/screen/wizard/instability
name = "instability"
icon_state = "instability-1"
invisibility = INVISIBILITY_NONE
/obj/screen/wizard/energy
/atom/movable/screen/wizard/energy
name = "energy"
icon_state = "wiz_energy"
/obj/screen/useself
/atom/movable/screen/useself
name = "use held item on self"
icon_state = "use"
var/next = 0
/obj/screen/useself/proc/can_use(var/mob/living/carbon/human/h, var/obj/item/i) //Basically trying to use the item this way skips the cooldown
/atom/movable/screen/useself/proc/can_use(var/mob/living/carbon/human/h, var/obj/item/i) //Basically trying to use the item this way skips the cooldown
if(world.time >= next) //And trying to check the cooldown doesn't work because when you click the UI it sets a cooldown
next = h.get_attack_speed(i) //So instead we'll just put a cooldown on the use button and apply the item's cooldown to the player
h.setClickCooldown(next) //Otherwise you can click the button and yourself faster than the normal cooldown. SO WE SET BOTH!!!!