diff --git a/baystation12.dme b/baystation12.dme
index fca5b332b0..ceff964733 100644
--- a/baystation12.dme
+++ b/baystation12.dme
@@ -46,10 +46,12 @@
#include "code\_onclick\rig.dm"
#include "code\_onclick\telekinesis.dm"
#include "code\_onclick\hud\_defines.dm"
+#include "code\_onclick\hud\action.dm"
#include "code\_onclick\hud\alien_larva.dm"
#include "code\_onclick\hud\hud.dm"
#include "code\_onclick\hud\human.dm"
#include "code\_onclick\hud\monkey.dm"
+#include "code\_onclick\hud\movable_screen_objects.dm"
#include "code\_onclick\hud\other_mobs.dm"
#include "code\_onclick\hud\robot.dm"
#include "code\_onclick\hud\screen_objects.dm"
diff --git a/code/_onclick/hud/_defines.dm b/code/_onclick/hud/_defines.dm
index 900e89e7e7..1486e54648 100644
--- a/code/_onclick/hud/_defines.dm
+++ b/code/_onclick/hud/_defines.dm
@@ -13,13 +13,6 @@
Therefore, the top right corner (except during admin shenanigans) is at "15,15"
*/
-//Upper left action buttons, displayed when you pick up an item that has this enabled.
-#define ui_action_slot1 "1:6,14:26"
-#define ui_action_slot2 "2:8,14:26"
-#define ui_action_slot3 "3:10,14:26"
-#define ui_action_slot4 "4:12,14:26"
-#define ui_action_slot5 "5:14,14:26"
-
//Lower left, persistant menu
#define ui_inventory "1:6,1:5"
diff --git a/code/_onclick/hud/action.dm b/code/_onclick/hud/action.dm
new file mode 100644
index 0000000000..9781e9c236
--- /dev/null
+++ b/code/_onclick/hud/action.dm
@@ -0,0 +1,222 @@
+#define AB_ITEM 1
+#define AB_SPELL 2
+#define AB_INNATE 3
+#define AB_GENERIC 4
+
+#define AB_CHECK_RESTRAINED 1
+#define AB_CHECK_STUNNED 2
+#define AB_CHECK_LYING 4
+#define AB_CHECK_ALIVE 8
+#define AB_CHECK_INSIDE 16
+
+
+/datum/action
+ var/name = "Generic Action"
+ var/action_type = AB_ITEM
+ var/procname = null
+ var/atom/movable/target = null
+ var/check_flags = 0
+ var/processing = 0
+ var/active = 0
+ var/obj/screen/movable/action_button/button = null
+ var/button_icon = 'icons/mob/actions.dmi'
+ var/button_icon_state = "default"
+ var/background_icon_state = "bg_default"
+ var/mob/living/owner
+
+/datum/action/New(var/Target)
+ target = Target
+
+/datum/action/Destroy()
+ if(owner)
+ Remove(owner)
+
+/datum/action/proc/Grant(mob/living/T)
+ if(owner)
+ if(owner == T)
+ return
+ Remove(owner)
+ owner = T
+ owner.actions.Add(src)
+ owner.update_action_buttons()
+ return
+
+/datum/action/proc/Remove(mob/living/T)
+ if(button)
+ if(T.client)
+ T.client.screen -= button
+ del(button)
+ T.actions.Remove(src)
+ T.update_action_buttons()
+ owner = null
+ return
+
+/datum/action/proc/Trigger()
+ if(!Checks())
+ return
+ switch(action_type)
+ if(AB_ITEM)
+ if(target)
+ var/obj/item/item = target
+ item.ui_action_click()
+ //if(AB_SPELL)
+ // if(target)
+ // var/obj/effect/proc_holder/spell = target
+ // spell.Click()
+ if(AB_INNATE)
+ if(!active)
+ Activate()
+ else
+ Deactivate()
+ if(AB_GENERIC)
+ if(target && procname)
+ call(target,procname)(usr)
+ return
+
+/datum/action/proc/Activate()
+ return
+
+/datum/action/proc/Deactivate()
+ return
+
+/datum/action/proc/Process()
+ return
+
+/datum/action/proc/CheckRemoval(mob/living/user) // 1 if action is no longer valid for this mob and should be removed
+ return 0
+
+/datum/action/proc/IsAvailable()
+ return Checks()
+
+/datum/action/proc/Checks()// returns 1 if all checks pass
+ if(!owner)
+ return 0
+ if(check_flags & AB_CHECK_RESTRAINED)
+ if(owner.restrained())
+ return 0
+ if(check_flags & AB_CHECK_STUNNED)
+ if(owner.stunned)
+ return 0
+ if(check_flags & AB_CHECK_LYING)
+ if(owner.lying)
+ return 0
+ if(check_flags & AB_CHECK_ALIVE)
+ if(owner.stat)
+ return 0
+ if(check_flags & AB_CHECK_INSIDE)
+ if(!(target in owner))
+ return 0
+ return 1
+
+/datum/action/proc/UpdateName()
+ return name
+
+/obj/screen/movable/action_button
+ var/datum/action/owner
+ screen_loc = "WEST,NORTH"
+
+/obj/screen/movable/action_button/Click(location,control,params)
+ var/list/modifiers = params2list(params)
+ if(modifiers["shift"])
+ moved = 0
+ return 1
+ if(usr.next_move >= world.time) // Is this needed ?
+ return
+ owner.Trigger()
+ return 1
+
+/obj/screen/movable/action_button/proc/UpdateIcon()
+ if(!owner)
+ return
+ icon = owner.button_icon
+ icon_state = owner.background_icon_state
+
+ overlays.Cut()
+ var/image/img
+ if(owner.action_type == AB_ITEM && owner.target)
+ var/obj/item/I = owner.target
+ img = image(I.icon, src , I.icon_state)
+ else if(owner.button_icon && owner.button_icon_state)
+ img = image(owner.button_icon,src,owner.button_icon_state)
+ img.pixel_x = 0
+ img.pixel_y = 0
+ overlays += img
+
+ if(!owner.IsAvailable())
+ color = rgb(128,0,0,128)
+ else
+ color = rgb(255,255,255,255)
+
+//Hide/Show Action Buttons ... Button
+/obj/screen/movable/action_button/hide_toggle
+ name = "Hide Buttons"
+ icon = 'icons/mob/actions.dmi'
+ icon_state = "bg_default"
+ var/hidden = 0
+
+/obj/screen/movable/action_button/hide_toggle/Click()
+ usr.hud_used.action_buttons_hidden = !usr.hud_used.action_buttons_hidden
+
+ hidden = usr.hud_used.action_buttons_hidden
+ if(hidden)
+ name = "Show Buttons"
+ else
+ name = "Hide Buttons"
+ UpdateIcon()
+ usr.update_action_buttons()
+
+
+/obj/screen/movable/action_button/hide_toggle/proc/InitialiseIcon(var/mob/living/user)
+ if(isalien(user))
+ icon_state = "bg_alien"
+ else
+ icon_state = "bg_default"
+ UpdateIcon()
+ return
+
+/obj/screen/movable/action_button/hide_toggle/UpdateIcon()
+ overlays.Cut()
+ var/image/img = image(icon,src,hidden?"show":"hide")
+ overlays += img
+ return
+
+//This is the proc used to update all the action buttons. Properly defined in /mob/living/
+/mob/proc/update_action_buttons()
+ return
+
+#define AB_WEST_OFFSET 4
+#define AB_NORTH_OFFSET 26
+#define AB_MAX_COLUMNS 10
+
+/datum/hud/proc/ButtonNumberToScreenCoords(var/number) // TODO : Make this zero-indexed for readabilty
+ var/row = round((number-1)/AB_MAX_COLUMNS)
+ var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
+ var/coord_col = "+[col-1]"
+ var/coord_col_offset = AB_WEST_OFFSET+2*col
+ var/coord_row = "[-1 - row]"
+ var/coord_row_offset = AB_NORTH_OFFSET
+ return "WEST[coord_col]:[coord_col_offset],NORTH[coord_row]:[coord_row_offset]"
+
+/datum/hud/proc/SetButtonCoords(var/obj/screen/button,var/number)
+ var/row = round((number-1)/AB_MAX_COLUMNS)
+ var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
+ var/x_offset = 32*(col-1) + AB_WEST_OFFSET + 2*col
+ var/y_offset = -32*(row+1) + AB_NORTH_OFFSET
+
+ var/matrix/M = matrix()
+ M.Translate(x_offset,y_offset)
+ button.transform = M
+
+//Presets for item actions
+/datum/action/item_action
+ check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_ALIVE|AB_CHECK_INSIDE
+
+/datum/action/item_action/CheckRemoval(mob/living/user)
+ return !(target in user)
+
+/datum/action/item_action/hands_free
+ check_flags = AB_CHECK_ALIVE|AB_CHECK_INSIDE
+
+#undef AB_WEST_OFFSET
+#undef AB_NORTH_OFFSET
+#undef AB_MAX_COLUMNS
\ No newline at end of file
diff --git a/code/_onclick/hud/hud.dm b/code/_onclick/hud/hud.dm
index f39499f3dc..665e3e64f3 100644
--- a/code/_onclick/hud/hud.dm
+++ b/code/_onclick/hud/hud.dm
@@ -133,7 +133,8 @@ var/list/global_huds = list(
var/list/other
var/list/obj/screen/hotkeybuttons
- var/list/obj/screen/item_action/item_action_list = list() //Used for the item action ui buttons.
+ var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
+ var/action_buttons_hidden = 0
datum/hud/New(mob/owner)
mymob = owner
@@ -279,8 +280,6 @@ datum/hud/New(mob/owner)
src.client.screen -= src.hud_used.other
if(src.hud_used.hotkeybuttons)
src.client.screen -= src.hud_used.hotkeybuttons
- if(src.hud_used.item_action_list)
- src.client.screen -= src.hud_used.item_action_list
//Due to some poor coding some things need special treatment:
//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
@@ -338,8 +337,6 @@ datum/hud/New(mob/owner)
src.client.screen -= src.hud_used.other
if(src.hud_used.hotkeybuttons)
src.client.screen -= src.hud_used.hotkeybuttons
- if(src.hud_used.item_action_list)
- src.client.screen -= src.hud_used.item_action_list
src.client.screen -= src.internals
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
else
diff --git a/code/_onclick/hud/human.dm b/code/_onclick/hud/human.dm
index 97b07e6154..2e894acdd6 100644
--- a/code/_onclick/hud/human.dm
+++ b/code/_onclick/hud/human.dm
@@ -385,52 +385,6 @@
client.screen -= hud_used.hotkeybuttons
hud_used.hotkey_ui_hidden = 1
-
-/mob/living/carbon/human/update_action_buttons()
- var/num = 1
- if(!hud_used) return
- if(!client) return
-
- if(!hud_used.hud_shown) //Hud toggled to minimal
- return
-
- client.screen -= hud_used.item_action_list
-
- hud_used.item_action_list = list()
- for(var/obj/item/I in src)
- if(I.icon_action_button)
- var/obj/screen/item_action/A = new(hud_used)
-
- //A.icon = 'icons/mob/screen1_action.dmi'
- //A.icon_state = I.icon_action_button
- A.icon = ui_style2icon(client.prefs.UI_style)
- A.icon_state = "template"
- var/image/img = image(I.icon, A, I.icon_state)
- img.pixel_x = 0
- img.pixel_y = 0
- A.overlays += img
-
- if(I.action_button_name)
- A.name = I.action_button_name
- else
- A.name = "Use [I.name]"
- A.owner = I
- hud_used.item_action_list += A
- switch(num)
- if(1)
- A.screen_loc = ui_action_slot1
- if(2)
- A.screen_loc = ui_action_slot2
- if(3)
- A.screen_loc = ui_action_slot3
- if(4)
- A.screen_loc = ui_action_slot4
- if(5)
- A.screen_loc = ui_action_slot5
- break //5 slots available, so no more can be added.
- num++
- src.client.screen += src.hud_used.item_action_list
-
//Used for new human mobs created by cloning/goleming/etc.
/mob/living/carbon/human/proc/set_cloned_appearance()
f_style = "Shaved"
diff --git a/code/_onclick/hud/movable_screen_objects.dm b/code/_onclick/hud/movable_screen_objects.dm
new file mode 100644
index 0000000000..5034606256
--- /dev/null
+++ b/code/_onclick/hud/movable_screen_objects.dm
@@ -0,0 +1,84 @@
+//////////////////////////
+//Movable Screen Objects//
+// By RemieRichards //
+//////////////////////////
+
+
+//Movable Screen Object
+//Not tied to the grid, places it's center where the cursor is
+
+/obj/screen/movable
+ var/snap2grid = FALSE
+ var/moved = FALSE
+
+//Snap Screen Object
+//Tied to the grid, snaps to the nearest turf
+
+/obj/screen/movable/snap
+ snap2grid = TRUE
+
+
+/obj/screen/movable/MouseDrop(over_object, src_location, over_location, src_control, over_control, params)
+ var/list/PM = params2list(params)
+
+ //No screen-loc information? abort.
+ if(!PM || !PM["screen-loc"])
+ return
+
+ //Split screen-loc up into X+Pixel_X and Y+Pixel_Y
+ var/list/screen_loc_params = text2list(PM["screen-loc"], ",")
+
+ //Split X+Pixel_X up into list(X, Pixel_X)
+ var/list/screen_loc_X = text2list(screen_loc_params[1],":")
+
+ //Split Y+Pixel_Y up into list(Y, Pixel_Y)
+ var/list/screen_loc_Y = text2list(screen_loc_params[2],":")
+
+ if(snap2grid) //Discard Pixel Values
+ screen_loc = "[screen_loc_X[1]],[screen_loc_Y[1]]"
+
+ else //Normalise Pixel Values (So the object drops at the center of the mouse, not 16 pixels off)
+ var/pix_X = text2num(screen_loc_X[2]) - 16
+ var/pix_Y = text2num(screen_loc_Y[2]) - 16
+ screen_loc = "[screen_loc_X[1]]:[pix_X],[screen_loc_Y[1]]:[pix_Y]"
+
+ moved = TRUE
+
+
+//Debug procs
+/client/proc/test_movable_UI()
+ set category = "Debug"
+ set name = "Spawn Movable UI Object"
+
+ var/obj/screen/movable/M = new()
+ M.name = "Movable UI Object"
+ M.icon_state = "block"
+ M.maptext = "Movable"
+ M.maptext_width = 64
+
+ var/screen_l = input(usr,"Where on the screen? (Formatted as 'X,Y' e.g: '1,1' for bottom left)","Spawn Movable UI Object") as text
+ if(!screen_l)
+ return
+
+ M.screen_loc = screen_l
+
+ screen += M
+
+
+/client/proc/test_snap_UI()
+ set category = "Debug"
+ set name = "Spawn Snap UI Object"
+
+ var/obj/screen/movable/snap/S = new()
+ S.name = "Snap UI Object"
+ S.icon_state = "block"
+ S.maptext = "Snap"
+ S.maptext_width = 64
+
+ var/screen_l = input(usr,"Where on the screen? (Formatted as 'X,Y' e.g: '1,1' for bottom left)","Spawn Snap UI Object") as text
+ if(!screen_l)
+ return
+
+ S.screen_loc = screen_l
+
+ screen += S
\ No newline at end of file
diff --git a/code/_onclick/hud/screen_objects.dm b/code/_onclick/hud/screen_objects.dm
index 4a7d6f2acb..f0cc69fcda 100644
--- a/code/_onclick/hud/screen_objects.dm
+++ b/code/_onclick/hud/screen_objects.dm
@@ -61,11 +61,6 @@
owner.ui_action_click()
return 1
-//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
-/mob/proc/update_action_buttons()
- return
-
-
/obj/screen/grab
name = "grab"
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 90edc04c0c..45d6dd0624 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -21,8 +21,9 @@
var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
- var/icon_action_button //If this is set, The item will make an action button on the player's HUD when picked up. The button will have the icon_action_button sprite from the screen1_action.dmi file.
- var/action_button_name //This is the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. Note that icon_action_button needs to be set in order for the action button to appear.
+ var/datum/action/item_action/action = null
+ var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button.
+ var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
@@ -398,9 +399,7 @@ var/list/global/slot_flags_enumeration = list(
//The default action is attack_self().
//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
/obj/item/proc/ui_action_click()
- if( src in usr )
- attack_self(usr)
-
+ attack_self(usr)
/obj/item/proc/IsShield()
return 0
diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm
index b8884608d7..f68451f329 100644
--- a/code/game/objects/items/devices/flashlight.dm
+++ b/code/game/objects/items/devices/flashlight.dm
@@ -10,7 +10,7 @@
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
- icon_action_button = "action_flashlight"
+ action_button_name = "Toggle Flashlight"
var/on = 0
var/brightness_on = 4 //luminosity when on
@@ -141,7 +141,7 @@
light_color = "#e58775"
icon_state = "flare"
item_state = "flare"
- icon_action_button = null //just pull it manually, neckbeard.
+ action_button_name = null //just pull it manually, neckbeard.
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
diff --git a/code/game/objects/items/weapons/tanks/jetpack.dm b/code/game/objects/items/weapons/tanks/jetpack.dm
index b3b9e229a7..745f828d84 100644
--- a/code/game/objects/items/weapons/tanks/jetpack.dm
+++ b/code/game/objects/items/weapons/tanks/jetpack.dm
@@ -11,7 +11,7 @@
var/on = 0.0
var/stabilization_on = 0
var/volume_rate = 500 //Needed for borg jetpack transfer
- icon_action_button = "action_jetpack"
+ action_button_name = "Toggle Jetpack"
/obj/item/weapon/tank/jetpack/New()
..()
diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm
index a11f0b8d7d..7fa6bd788b 100644
--- a/code/modules/clothing/clothing.dm
+++ b/code/modules/clothing/clothing.dm
@@ -250,11 +250,6 @@ BLIND // can't see anything
var/brightness_on
var/on = 0
-/obj/item/clothing/head/New()
- ..()
- if(!icon_action_button && brightness_on)
- icon_action_button = "[icon_state]"
-
/obj/item/clothing/head/attack_self(mob/user)
if(brightness_on)
if(!isturf(user.loc))
@@ -382,19 +377,19 @@ BLIND // can't see anything
var/displays_id = 1
var/rolled_down = -1 //0 = unrolled, 1 = rolled, -1 = cannot be toggled
sprite_sheets = list("Vox" = 'icons/mob/species/vox/uniform.dmi')
-
+
//convenience var for defining the icon state for the overlay used when the clothing is worn.
//Also used by rolling/unrolling.
var/worn_state = null
/obj/item/clothing/under/New()
if(worn_state)
- if(!item_state_slots)
+ if(!item_state_slots)
item_state_slots = list()
item_state_slots[slot_w_uniform_str] = worn_state
else
worn_state = icon_state
-
+
//autodetect rollability
if(rolled_down < 0)
if((worn_state + "_d_s") in icon_states('icons/mob/uniform.dmi'))
@@ -458,10 +453,10 @@ BLIND // can't see anything
if (( usr.restrained() ) || ( usr.stat ))
return
-
+
if (!usr.unEquip(src))
return
-
+
switch(over_object.name)
if("r_hand")
usr.put_in_r_hand(src)
@@ -544,7 +539,7 @@ BLIND // can't see anything
if(rolled_down < 0)
usr << "You cannot roll down [src]!"
return
-
+
rolled_down = !rolled_down
if(rolled_down)
body_parts_covered &= LOWER_TORSO|LEGS|FEET
diff --git a/code/modules/clothing/glasses/glasses.dm b/code/modules/clothing/glasses/glasses.dm
index 49f6e75f87..9d3d033359 100644
--- a/code/modules/clothing/glasses/glasses.dm
+++ b/code/modules/clothing/glasses/glasses.dm
@@ -37,7 +37,7 @@
desc = "Used for seeing walls, floors, and stuff through anything."
icon_state = "meson"
item_state = "glasses"
- icon_action_button = "action_meson" //This doesn't actually matter, the action button is generated from the current icon_state. But, this is the only way to get it to show up.
+ action_button_name = "Toggle Goggles"
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINERING = 2)
toggleable = 1
vision_flags = SEE_TURFS
@@ -57,7 +57,6 @@
icon_state = "purple"
item_state = "glasses"
toggleable = 1
- icon_action_button = "action_science"
/obj/item/clothing/glasses/science/New()
..()
@@ -76,7 +75,6 @@
origin_tech = list(TECH_MAGNET = 2)
darkness_view = 7
toggleable = 1
- icon_action_button = "action_nvg"
off_state = "denight"
/obj/item/clothing/glasses/night/New()
@@ -102,7 +100,6 @@
desc = "Very confusing glasses."
icon_state = "material"
item_state = "glasses"
- icon_action_button = "action_material"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINERING = 3)
toggleable = 1
vision_flags = SEE_OBJS
@@ -147,7 +144,7 @@
desc = "Protects the eyes from welders, approved by the mad scientist association."
icon_state = "welding-g"
item_state = "welding-g"
- icon_action_button = "action_welding_g"
+ action_button_name = "Flip Welding Goggles"
var/up = 0
/obj/item/clothing/glasses/welding/attack_self()
@@ -182,7 +179,6 @@
desc = "Welding goggles made from more expensive materials, strangely smells like potatoes."
icon_state = "rwelding-g"
item_state = "rwelding-g"
- icon_action_button = "action_welding_g"
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
@@ -223,7 +219,6 @@
item_state = "glasses"
origin_tech = list(TECH_MAGNET = 3)
toggleable = 1
- icon_action_button = "action_thermal"
vision_flags = SEE_MOBS
invisa_view = 2
@@ -249,12 +244,12 @@
name = "Optical Meson Scanner"
desc = "Used for seeing walls, floors, and stuff through anything."
icon_state = "meson"
- origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
+ origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
/obj/item/clothing/glasses/thermal/plain
toggleable = 0
activation_sound = null
- icon_action_button = ""
+ action_button_name = null
/obj/item/clothing/glasses/thermal/plain/monocle
name = "Thermoncle"
diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm
index 743351f5ca..1b58abddae 100644
--- a/code/modules/clothing/head/misc_special.dm
+++ b/code/modules/clothing/head/misc_special.dm
@@ -22,7 +22,7 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
body_parts_covered = HEAD|FACE|EYES
- icon_action_button = "action_welding"
+ action_button_name = "Flip Welding Mask"
siemens_coefficient = 0.9
w_class = 3
@@ -48,7 +48,7 @@
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[initial(icon_state)]up"
usr << "You push the [src] up out of your face."
- update_clothing_icon() //so our mob-overlays
+ update_clothing_icon() //so our mob-overlays
usr.update_action_buttons()
diff --git a/code/modules/clothing/shoes/magboots.dm b/code/modules/clothing/shoes/magboots.dm
index 5c214ed070..d1c896f1f4 100644
--- a/code/modules/clothing/shoes/magboots.dm
+++ b/code/modules/clothing/shoes/magboots.dm
@@ -7,11 +7,10 @@
overshoes = 1
var/magpulse = 0
var/icon_base = "magboots"
- icon_action_button = "action_blank"
- action_button_name = "Toggle the magboots"
+ action_button_name = "Toggle Magboots"
var/obj/item/clothing/shoes/shoes = null //Undershoes
var/mob/living/carbon/human/wearer = null //For shoe procs
-
+
/obj/item/clothing/shoes/magboots/proc/set_slowdown()
slowdown = shoes? max(SHOES_SLOWDOWN, shoes.slowdown): SHOES_SLOWDOWN //So you can't put on magboots to make you walk faster.
if (magpulse)
@@ -37,7 +36,7 @@
/obj/item/clothing/shoes/magboots/mob_can_equip(mob/user)
var/mob/living/carbon/human/H = user
-
+
if(H.shoes)
shoes = H.shoes
if(shoes.overshoes)
diff --git a/code/modules/clothing/spacesuits/spacesuits.dm b/code/modules/clothing/spacesuits/spacesuits.dm
index 61013e2276..78ecc731de 100644
--- a/code/modules/clothing/spacesuits/spacesuits.dm
+++ b/code/modules/clothing/spacesuits/spacesuits.dm
@@ -20,6 +20,7 @@
var/obj/machinery/camera/camera
var/list/camera_networks
+ action_button_name = "Toggle Helmet Light"
light_overlay = "helmet_light"
brightness_on = 4
on = 0
@@ -28,9 +29,6 @@
if(!camera && camera_networks)
- if(!icon_action_button)
- icon_action_button = "[icon_state]"
-
camera = new /obj/machinery/camera(src)
camera.replace_networks(camera_networks)
camera.c_tag = user.name
diff --git a/code/modules/mob/living/carbon/human/inventory.dm b/code/modules/mob/living/carbon/human/inventory.dm
index 574b5c1457..7f469f08d7 100644
--- a/code/modules/mob/living/carbon/human/inventory.dm
+++ b/code/modules/mob/living/carbon/human/inventory.dm
@@ -315,7 +315,7 @@ This saves us from having to call add_fingerprint() any time something is put in
W.layer = 20
- if(W.icon_action_button)
+ if(W.action_button_name)
update_action_buttons()
return 1
diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm
index 7f9cca2293..e1abecc16b 100644
--- a/code/modules/mob/living/carbon/human/life.dm
+++ b/code/modules/mob/living/carbon/human/life.dm
@@ -242,7 +242,7 @@
src << "Your hand won't respond properly, you drop what you're holding!"
drop_item()
if(getBrainLoss() >= 45)
- if(10 <= rn && rn <= 12)
+ if(10 <= rn && rn <= 12)
if(prob(50))
src << "You suddenly black out!"
Paralyse(10)
@@ -1035,12 +1035,12 @@
blinded = 1
// Check everything else.
-
+
//Vision
var/obj/item/organ/vision
if(species.vision_organ)
vision = internal_organs_by_name[species.vision_organ]
-
+
if(!vision) // Presumably if a species has no vision organs, they see via some other means.
eye_blind = 0
blinded = 0
@@ -1049,7 +1049,7 @@
eye_blind = 1
blinded = 1
eye_blurry = 1
- else
+ else
//blindness
if(sdisabilities & BLIND) // Disabled-blind, doesn't get better on its own
blinded = 1
@@ -1059,7 +1059,7 @@
else if(istype(glasses, /obj/item/clothing/glasses/sunglasses/blindfold)) //resting your eyes with a blindfold heals blurry eyes faster
eye_blurry = max(eye_blurry-3, 0)
blinded = 1
-
+
//blurry sight
if(vision.is_bruised()) // Vision organs impaired? Permablurry.
eye_blurry = 1
diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm
index 3097d90659..b2ff53ba90 100644
--- a/code/modules/mob/living/living.dm
+++ b/code/modules/mob/living/living.dm
@@ -1,3 +1,8 @@
+/mob/living/Life()
+ ..()
+ if(stat != DEAD)
+ handle_actions()
+
//mob verbs are faster than object verbs. See mob/verb/examine.
/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
set name = "Pull"
@@ -609,7 +614,7 @@ default behaviour is:
/mob/living/proc/escape_inventory(obj/item/weapon/holder/H)
if(H != src.loc) return
-
+
var/mob/M = H.loc //Get our mob holder (if any).
if(istype(M))
@@ -794,5 +799,5 @@ default behaviour is:
inertia_dir = 2
src << " 0)
+ if(!hud_used.hide_actions_toggle)
+ hud_used.hide_actions_toggle = new(hud_used)
+ hud_used.hide_actions_toggle.InitialiseIcon(src)
+ if(!hud_used.hide_actions_toggle.moved)
+ hud_used.hide_actions_toggle.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number+1)
+ //hud_used.SetButtonCoords(hud_used.hide_actions_toggle,button_number+1)
+ client.screen += hud_used.hide_actions_toggle
+
+
//If simple_animals are ever moved under carbon, then this can probably be moved to carbon as well
/mob/living/proc/attack_throat(obj/item/W, obj/item/weapon/grab/G, mob/user)
diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm
index 8a01f86774..284afa69a4 100644
--- a/code/modules/mob/living/living_defines.dm
+++ b/code/modules/mob/living/living_defines.dm
@@ -34,6 +34,7 @@
var/mob_always_swap = 0
var/mob/living/cameraFollow = null
+ var/list/datum/action/actions = list()
var/tod = null // Time of death
var/update_slimes = 1
diff --git a/code/modules/mob/living/silicon/robot/life.dm b/code/modules/mob/living/silicon/robot/life.dm
index 615f1d3a41..5ed6df43cf 100644
--- a/code/modules/mob/living/silicon/robot/life.dm
+++ b/code/modules/mob/living/silicon/robot/life.dm
@@ -10,6 +10,7 @@
//Status updates, death etc.
clamp_values()
handle_regular_status_updates()
+ handle_actions()
if(client)
handle_regular_hud_updates()
diff --git a/icons/mob/actions.dmi b/icons/mob/actions.dmi
new file mode 100644
index 0000000000..400db51deb
Binary files /dev/null and b/icons/mob/actions.dmi differ