mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Remove CHOMPEdit codes + _ch files added, given upstream ports in progress
As stated, per maintainer/headmin request (and common sense).
This commit is contained in:
@@ -103,6 +103,12 @@
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#define ui_alien_fire "EAST-1:28,NORTH-3:25"
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#define ui_alien_oxygen "EAST-1:28,NORTH-4:25"
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// Goes above HUD, mid-right
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#define ui_ammo_hud1 "EAST-1:28,CENTER+1:25"
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#define ui_ammo_hud2 "EAST-1:28,CENTER+2:27"
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#define ui_ammo_hud3 "EAST-1:28,CENTER+3:29"
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#define ui_ammo_hud4 "EAST-1:28,CENTER+4:31"
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//Middle right (status indicators)
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#define ui_temp "EAST-1:28,CENTER-2:13"
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#define ui_health "EAST-1:28,CENTER-1:15"
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@@ -1,8 +0,0 @@
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/** CHOMP-Specific Defines
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* Put defines specific to OUR HUDs here.
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* First thing to go here is the TGMC Ammo HUD.
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*/
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#define ui_ammo_hud1 "EAST-1:28,CENTER+1:25"
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#define ui_ammo_hud2 "EAST-1:28,CENTER+2:27"
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#define ui_ammo_hud3 "EAST-1:28,CENTER+3:29"
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#define ui_ammo_hud4 "EAST-1:28,CENTER+4:31"
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@@ -470,9 +470,7 @@ var/list/global_huds = list(
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/* TGMC Ammo HUD Port
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* These procs call to screen_objects.dm's respective procs.
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* All these do is manage the amount of huds on screen and set the HUD.
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* CHOMPEdit: Commented out, just uncomment once Polaris merges + it comes down from VORE.
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*/
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/*
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///Add an ammo hud to the user informing of the ammo count of G
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/datum/hud/proc/add_ammo_hud(mob/living/user, obj/item/weapon/gun/G)
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if(length(ammo_hud_list) >= MAX_AMMO_HUD_POSSIBLE)
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@@ -501,4 +499,3 @@ var/list/global_huds = list(
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/datum/hud/proc/update_ammo_hud(mob/living/user, obj/item/weapon/gun/G)
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var/obj/screen/ammo/ammo_hud = ammo_hud_list[G]
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ammo_hud?.update_hud(user, G)
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*/
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@@ -1,32 +0,0 @@
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/**
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* CHOMP-Specific HUD override. This will be backported to Polaris if they want it.
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* Comment this out once Polaris has it!
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*/
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///Add an ammo hud to the user informing of the ammo count of G
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/datum/hud/proc/add_ammo_hud(mob/living/user, obj/item/weapon/gun/G)
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if(length(ammo_hud_list) >= MAX_AMMO_HUD_POSSIBLE)
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return
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var/obj/screen/ammo/ammo_hud = new
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ammo_hud_list[G] = ammo_hud
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ammo_hud.screen_loc = ammo_hud.ammo_screen_loc_list[length(ammo_hud_list)]
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ammo_hud.add_hud(user, G)
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ammo_hud.update_hud(user, G)
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///Remove the ammo hud related to the gun G from the user
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/datum/hud/proc/remove_ammo_hud(mob/living/user, obj/item/weapon/gun/G)
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var/obj/screen/ammo/ammo_hud = ammo_hud_list[G]
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if(isnull(ammo_hud))
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return
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ammo_hud.remove_hud(user, G)
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qdel(ammo_hud)
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ammo_hud_list -= G
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var/i = 1
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for(var/key in ammo_hud_list)
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ammo_hud = ammo_hud_list[key]
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ammo_hud.screen_loc = ammo_hud.ammo_screen_loc_list[i]
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i++
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///Update the ammo hud related to the gun G
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/datum/hud/proc/update_ammo_hud(mob/living/user, obj/item/weapon/gun/G)
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var/obj/screen/ammo/ammo_hud = ammo_hud_list[G]
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ammo_hud?.update_hud(user, G)
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@@ -452,7 +452,6 @@
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//YAWNEDIT: Knockdown code end
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// CHOMPEdit: TGMC Ammo HUD insertion:
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user.hud_used.update_ammo_hud(user, src)
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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@@ -778,9 +777,35 @@
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var/datum/firemode/new_mode = firemodes[sel_mode]
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new_mode.apply_to(src)
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to_chat(user, "<span class='notice'>\The [src] is now set to [new_mode.name].</span>")
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user.hud_used.update_ammo_hud(user, src) // CHOMPEdit: TGMC Ammo HUD
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user.hud_used.update_ammo_hud(user, src)
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return new_mode
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/obj/item/weapon/gun/attack_self(mob/user)
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switch_firemodes(user)
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/* TGMC Ammo HUD Port Begin */
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/obj/item/weapon/gun
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var/hud_enabled = TRUE
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/obj/item/weapon/gun/proc/has_ammo_counter()
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return FALSE
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/obj/item/weapon/gun/proc/get_ammo_type()
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return FALSE
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/obj/item/weapon/gun/proc/get_ammo_count()
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return FALSE
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/obj/item/weapon/gun/equipped(mob/living/user, slot) // When a gun is equipped to your hands, we'll add the HUD to the user. Pending porting over TGMC guncode where wielding is far more sensible.
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if(slot == slot_l_hand || slot == slot_r_hand)
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user.hud_used.add_ammo_hud(user, src)
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else
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user.hud_used.remove_ammo_hud(user, src)
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return ..()
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/obj/item/weapon/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
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user.hud_used.remove_ammo_hud(user, src)
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..()
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@@ -1,28 +1,3 @@
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/obj/item/weapon/gun
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var/holy = 0 //For Divinely blessed guns
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/* TGMC Ammo HUD Port Begin */
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/obj/item/weapon/gun
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var/hud_enabled = TRUE
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/obj/item/weapon/gun/proc/has_ammo_counter()
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return FALSE
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/obj/item/weapon/gun/proc/get_ammo_type()
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return FALSE
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/obj/item/weapon/gun/proc/get_ammo_count()
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return FALSE
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/obj/item/weapon/gun/equipped(mob/living/user, slot) // When a gun is equipped to your hands, we'll add the HUD to the user. Pending porting over TGMC guncode where wielding is far more sensible.
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if(slot == slot_l_hand || slot == slot_r_hand)
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user.hud_used.add_ammo_hud(user, src)
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else
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user.hud_used.remove_ammo_hud(user, src)
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return ..()
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/obj/item/weapon/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
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user.hud_used.remove_ammo_hud(user, src)
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..()
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@@ -55,8 +55,8 @@
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if(handle_casings != HOLD_CASINGS)
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ammo_magazine.stored_ammo -= chambered
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var/mob/living/M = loc // CHOMPEdit: TGMC Ammo HUD
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if(istype(M)) // CHOMPEdit: TGMC Ammo HUD
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var/mob/living/M = loc
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if(istype(M))
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M?.hud_used.update_ammo_hud(M, src)
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if (chambered)
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@@ -103,8 +103,8 @@
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if(handle_casings != HOLD_CASINGS)
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chambered = null
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var/mob/living/M = loc // CHOMPEdit: TGMC Ammo HUD
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if(istype(M)) // CHOMPEdit: TGMC Ammo HUD
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var/mob/living/M = loc
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if(istype(M))
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M?.hud_used.update_ammo_hud(M, src)
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@@ -140,6 +140,10 @@
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var/list/impacted_mobs = list()
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// TGMC Ammo HUD Port
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var/hud_state = "unknown" // What HUD state we use when we have ammunition.
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var/hud_state_empty = "unknown" // The empty state. DON'T USE _FLASH IN THE NAME OF THE EMPTY STATE STRING, THAT IS ADDED BY THE CODE.
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/obj/item/projectile/proc/Range()
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range--
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if(range <= 0 && loc)
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@@ -72,33 +72,33 @@
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/obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
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fire_sound = 'sound/weapons/gunshot2.ogg'
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damage = 20
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hud_state = "pistol" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state_empty = "pistol_empty" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol"
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hud_state_empty = "pistol_empty"
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/obj/item/projectile/bullet/pistol/ap
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damage = 15
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armor_penetration = 30
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hud_state = "pistol_light_ap" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol_light_ap"
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/obj/item/projectile/bullet/pistol/hp
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damage = 25
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armor_penetration = -50
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hud_state = "pistol_ap" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol_ap"
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/obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
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fire_sound = 'sound/weapons/gunshot3.ogg' // Snappier sound.
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damage = 25
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hud_state = "pistol" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol"
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/obj/item/projectile/bullet/pistol/medium/ap
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damage = 20
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armor_penetration = 15
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hud_state = "pistol_light_ap" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol_light_ap"
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/obj/item/projectile/bullet/pistol/medium/hp
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damage = 30
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armor_penetration = -50
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hud_state = "pistol_ap" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol_ap"
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/obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
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fire_sound = 'sound/weapons/gunshot4.ogg'
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@@ -1,8 +1,6 @@
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/obj/item/projectile
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/// If this projectile is holy. Silver bullets, etc. Currently no effects.
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var/holy = 0
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var/hud_state = "unknown" // TGMC Ammo HUD Port
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var/hud_state_empty = "unknown" // TGMC Ammo HUD Port
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/obj/item/projectile/bullet/pellet/shotgun/silver
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name = "shrapnel"
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@@ -169,7 +169,6 @@
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#include "code\_onclick\rig.dm"
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#include "code\_onclick\telekinesis.dm"
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#include "code\_onclick\hud\_defines.dm"
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#include "code\_onclick\hud\_defines_ch.dm"
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#include "code\_onclick\hud\_defines_vr.dm"
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#include "code\_onclick\hud\ability_screen_objects.dm"
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#include "code\_onclick\hud\action.dm"
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@@ -181,7 +180,6 @@
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#include "code\_onclick\hud\ghost.dm"
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#include "code\_onclick\hud\gun_mode.dm"
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#include "code\_onclick\hud\hud.dm"
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#include "code\_onclick\hud\hud_ch.dm"
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#include "code\_onclick\hud\human.dm"
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#include "code\_onclick\hud\map_popups.dm"
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#include "code\_onclick\hud\minihud.dm"
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