Erthilo
2012-05-21 20:29:35 +01:00
parent 7894a7e0ef
commit c84aa96cc4
22 changed files with 876 additions and 611 deletions

View File

@@ -8,6 +8,7 @@
src.mov_int = list( )
src.vimpaired = list( )
src.darkMask = list( )
src.intent_small_hud_objects = list( )
src.g_dither = new src.h_type( src )
src.g_dither.screen_loc = "WEST,SOUTH to EAST,NORTH"
@@ -49,6 +50,41 @@
src.adding += using
action_intent = using
//intent small hud objects
using = new src.h_type( src )
using.name = "help"
using.icon = 'screen1_alien.dmi'
using.icon_state = "help_small"
using.screen_loc = ui_help_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "disarm"
using.icon = 'screen1_alien.dmi'
using.icon_state = "disarm_small"
using.screen_loc = ui_disarm_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "grab"
using.icon = 'screen1_alien.dmi'
using.icon_state = "grab_small"
using.screen_loc = ui_grab_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "harm"
using.icon = 'screen1_alien.dmi'
using.icon_state = "harm_small"
using.screen_loc = ui_harm_small
using.layer = 21
src.intent_small_hud_objects += using
//end intent small hud objects
using = new src.h_type( src )
using.name = "mov_intent"
using.dir = SOUTHWEST
@@ -59,6 +95,7 @@
src.adding += using
move_intent = using
/*
using = new src.h_type(src) //Right hud bar
using.dir = SOUTH
using.icon = 'screen1_alien.dmi'
@@ -79,7 +116,9 @@
using.screen_loc = "EAST+1,SOUTH-1"
using.layer = 19
src.adding += using
*/
/*
using = new src.h_type( src )
using.name = "arrowleft"
using.icon = 'screen1_alien.dmi'
@@ -97,6 +136,7 @@
using.screen_loc = ui_iarrowright
using.layer = 19
src.adding += using
*/
using = new src.h_type( src )
using.name = "drop"
@@ -115,7 +155,7 @@
using.dir = SOUTH
using.icon = 'screen1_alien.dmi'
using.icon_state = "equip"
using.screen_loc = ui_iclothing
using.screen_loc = ui_alien_oclothing
using.layer = 19
src.adding += using
@@ -125,7 +165,7 @@
using.dir = WEST
using.icon = 'screen1_alien.dmi'
using.icon_state = "equip"
using.screen_loc = ui_id
using.screen_loc = ui_rhand
using.layer = 19
src.adding += using
@@ -135,7 +175,7 @@
using.dir = EAST
using.icon = 'screen1_alien.dmi'
using.icon_state = "equip"
using.screen_loc = ui_belt
using.screen_loc = ui_lhand
using.layer = 19
src.adding += using
@@ -162,11 +202,12 @@
using.name = "head"
using.icon = 'screen1_alien.dmi'
using.icon_state = "hair"
using.screen_loc = ui_oclothing
using.screen_loc = ui_alien_head
using.layer = 19
src.adding += using
//end of equippable shit
/*
using = new src.h_type( src )
using.name = "resist"
using.icon = 'screen1_alien.dmi'
@@ -174,8 +215,7 @@
using.screen_loc = ui_resist
using.layer = 19
src.adding += using
*/
using = new src.h_type( src )
using.name = null
@@ -241,7 +281,7 @@
mymob.healths.icon = 'screen1_alien.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_health
mymob.healths.screen_loc = ui_alien_health
mymob.pullin = new /obj/screen( null )
mymob.pullin.icon = 'screen1_alien.dmi'
@@ -265,6 +305,7 @@
mymob.flash.screen_loc = "1,1 to 15,15"
mymob.flash.layer = 17
/*
mymob.hands = new /obj/screen( null )
mymob.hands.icon = 'screen1_alien.dmi'
mymob.hands.icon_state = "hand"
@@ -285,6 +326,7 @@
mymob.rest.screen_loc = ui_rest
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
*/
mymob.zone_sel = new /obj/screen/zone_sel( null )
@@ -293,6 +335,6 @@
mymob.client.screen = null
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.hands, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += src.adding + src.other

View File

@@ -398,7 +398,7 @@
overlays += image("icon" = 'blood.dmi', "icon_state" = "armorblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
else
overlays += image("icon" = 'blood.dmi', "icon_state" = "suitblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
wear_suit.screen_loc = ui_iclothing
wear_suit.screen_loc = ui_alien_oclothing
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
if (handcuffed)
handcuffed.loc = loc
@@ -420,7 +420,7 @@
overlays += image("icon" = 'mob.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
if (head.blood_DNA)
overlays += image("icon" = 'blood.dmi', "icon_state" = "helmetblood[!lying ? "" : "2"]", "layer" = MOB_LAYER)
head.screen_loc = ui_oclothing
head.screen_loc = ui_alien_head
if (l_store)
l_store.screen_loc = ui_storage1
@@ -435,12 +435,12 @@
if (r_hand)
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
r_hand.screen_loc = ui_id
r_hand.screen_loc = ui_rhand
if (l_hand)
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
l_hand.screen_loc = ui_belt
l_hand.screen_loc = ui_lhand

View File

@@ -61,6 +61,7 @@
src.adding += using
move_intent = using
/*
using = new src.h_type(src) //Right hud bar
using.dir = SOUTH
using.icon = 'screen1_alien.dmi'
@@ -81,7 +82,9 @@
using.screen_loc = "EAST+1,SOUTH-1"
using.layer = 19
src.adding += using
*/
/*
using = new src.h_type( src )
using.name = "arrowleft"
using.icon = 'screen1_alien.dmi'
@@ -100,7 +103,6 @@
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "resist"
using.icon = 'screen1_alien.dmi'
@@ -108,7 +110,7 @@
using.screen_loc = ui_resist
using.layer = 19
src.adding += using
*/
using = new src.h_type( src )
@@ -171,7 +173,7 @@
mymob.healths.icon = 'screen1_alien.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_health
mymob.healths.screen_loc = ui_alien_health
mymob.pullin = new /obj/screen( null )
mymob.pullin.icon = 'screen1_alien.dmi'
@@ -194,7 +196,7 @@
mymob.flash.screen_loc = "1,1 to 15,15"
mymob.flash.layer = 17
/*
mymob.sleep = new /obj/screen( null )
mymob.sleep.icon = 'screen1_alien.dmi'
mymob.sleep.icon_state = "sleep0"
@@ -206,7 +208,7 @@
mymob.rest.icon_state = "rest0"
mymob.rest.name = "rest"
mymob.rest.screen_loc = ui_rest
*/
mymob.zone_sel = new /obj/screen/zone_sel( null )
mymob.zone_sel.overlays = null
@@ -214,7 +216,7 @@
mymob.client.screen = null
mymob.client.screen += list( mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep) //, mymob.mach )
mymob.client.screen += list( mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += src.adding + src.other

View File

@@ -1,5 +1,7 @@
/obj/hud/proc/brain_hud(var/ui_style='screen1_old.dmi')
ui_style='screen1_old.dmi' //Overriding the parameter. Only this UI style is acceptable with the 'sleek' layout.
blurry = new h_type( src )
blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
blurry.name = "Blurry"

View File

@@ -173,12 +173,32 @@
usr << "<span class='warning'>Your other hand is too busy holding the [item_in_hand.name]</span>"
return
src.hand = !( src.hand )
if (!( src.hand ))
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "hand_active"
hud_used.r_hand_hud_object.icon_state = "hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "hand_inactive"
hud_used.r_hand_hud_object.icon_state = "hand_active"
/*if (!( src.hand ))
src.hands.dir = NORTH
else
src.hands.dir = SOUTH
src.hands.dir = SOUTH*/
return
/mob/living/carbon/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 0
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != src.hand)
swap_hand()
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if (src.health > 0)
if(src == M && istype(src, /mob/living/carbon/human))
@@ -262,11 +282,12 @@
if(src.sleeping_willingly)
src.sleeping = 0
src.sleeping_willingly = 0
// Update the hands-indicator on re-join.
/* // Update the hands-indicator on re-join.
if (!( src.hand ))
src.hands.dir = NORTH
else
src.hands.dir = SOUTH
*/
/mob/living/carbon/human/proc/GetOrgans()
var/list/L = list( )

View File

@@ -1,5 +1,7 @@
/obj/hud/proc/human_hud(var/ui_style='screen1_old.dmi')
ui_style='screen1_old.dmi' //Overriding the parameter. Only this UI style is acceptable with the 'sleek' layout.
src.adding = list( )
src.other = list( )
src.intents = list( )
@@ -8,6 +10,7 @@
src.mov_int = list( )
src.vimpaired = list( )
src.darkMask = list( )
src.intent_small_hud_objects = list( )
src.g_dither = new src.h_type( src )
src.g_dither.screen_loc = "WEST,SOUTH to EAST,NORTH"
@@ -53,6 +56,41 @@
src.adding += using
action_intent = using
//intent small hud objects
using = new src.h_type( src )
using.name = "help"
using.icon = ui_style
using.icon_state = "help_small"
using.screen_loc = ui_help_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "disarm"
using.icon = ui_style
using.icon_state = "disarm_small"
using.screen_loc = ui_disarm_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "grab"
using.icon = ui_style
using.icon_state = "grab_small"
using.screen_loc = ui_grab_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "harm"
using.icon = ui_style
using.icon_state = "harm_small"
using.screen_loc = ui_harm_small
using.layer = 21
src.intent_small_hud_objects += using
//end intent small hud objects
using = new src.h_type( src )
using.name = "mov_intent"
using.dir = SOUTHWEST
@@ -63,6 +101,7 @@
src.adding += using
move_intent = using
/*
using = new src.h_type(src) //Right hud bar
using.dir = SOUTH
using.icon = ui_style
@@ -101,6 +140,7 @@
using.screen_loc = ui_iarrowright
using.layer = 19
src.adding += using
*/
using = new src.h_type( src )
using.name = "drop"
@@ -117,7 +157,7 @@
using.icon_state = "center"
using.screen_loc = ui_iclothing
using.layer = 19
src.adding += using
src.other += using
using = new src.h_type( src )
using.name = "o_clothing"
@@ -126,7 +166,7 @@
using.icon_state = "equip"
using.screen_loc = ui_oclothing
using.layer = 19
src.adding += using
src.other += using
/* using = new src.h_type( src )
using.name = "headset"
@@ -141,25 +181,49 @@
using.name = "r_hand"
using.dir = WEST
using.icon = ui_style
using.icon_state = "equip"
using.icon_state = "hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
using.icon_state = "hand_active"
using.screen_loc = ui_rhand
using.layer = 19
src.r_hand_hud_object = using
src.adding += using
using = new src.h_type( src )
using.name = "l_hand"
using.dir = EAST
using.icon = ui_style
using.icon_state = "equip"
using.icon_state = "hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
using.icon_state = "hand_active"
using.screen_loc = ui_lhand
using.layer = 19
src.l_hand_hud_object = using
src.adding += using
using = new src.h_type( src )
using.name = "hand"
using.dir = SOUTH
using.icon = ui_style
using.icon_state = "hand1"
using.screen_loc = ui_swaphand1
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "hand"
using.dir = SOUTH
using.icon = ui_style
using.icon_state = "hand2"
using.screen_loc = ui_swaphand2
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "id"
using.dir = SOUTHWEST
using.dir = NORTH
using.icon = ui_style
using.icon_state = "equip"
using.icon_state = "id"
using.screen_loc = ui_id
using.layer = 19
src.adding += using
@@ -171,13 +235,13 @@
using.icon_state = "equip"
using.screen_loc = ui_mask
using.layer = 19
src.adding += using
src.other += using
using = new src.h_type( src )
using.name = "back"
using.dir = NORTHEAST
using.dir = NORTH
using.icon = ui_style
using.icon_state = "equip"
using.icon_state = "back"
using.screen_loc = ui_back
using.layer = 19
src.adding += using
@@ -201,11 +265,13 @@
using = new src.h_type( src )
using.name = "suit storage"
using.icon = ui_style
using.dir = 8 //The sprite at dir=8 has the background whereas the others don't.
using.icon_state = "belt"
using.screen_loc = ui_sstore1
using.layer = 19
src.other += using
/*
using = new src.h_type( src )
using.name = "resist"
using.icon = ui_style
@@ -213,12 +279,13 @@
using.screen_loc = ui_resist
using.layer = 19
src.adding += using
*/
using = new src.h_type( src )
using.name = "other"
using.icon = ui_style
using.icon_state = "other"
using.screen_loc = ui_shoes
using.screen_loc = ui_inventory
using.layer = 20
src.adding += using
@@ -256,7 +323,6 @@
using = new src.h_type( src )
using.name = "l_ear"
using.dir = EAST
using.icon = ui_style
using.icon_state = "ears"
using.screen_loc = ui_lear
@@ -265,7 +331,6 @@
using = new src.h_type( src )
using.name = "r_ear"
using.dir = WEST
using.icon = ui_style
using.icon_state = "ears"
using.screen_loc = ui_rear
@@ -278,7 +343,7 @@
using.icon_state = "hair"
using.screen_loc = ui_head
using.layer = 19
src.adding += using
src.other += using
using = new src.h_type( src )
using.name = "shoes"
@@ -467,6 +532,8 @@
mymob.pressure.icon_state = "pressure0"
mymob.pressure.name = "pressure"
mymob.pressure.screen_loc = ui_pressure
/*
mymob.i_select = new /obj/screen( null )
mymob.i_select.icon_state = "selector"
@@ -542,6 +609,7 @@
mymob.pain.screen_loc = "1,1 to 15,15"
mymob.pain.layer = 17
/*
mymob.hands = new /obj/screen( null )
mymob.hands.icon = ui_style
mymob.hands.icon_state = "hand"
@@ -560,6 +628,7 @@
mymob.rest.icon_state = "rest0"
mymob.rest.name = "rest"
mymob.rest.screen_loc = ui_rest
*/
/*/Monkey blockers
@@ -658,7 +727,7 @@
mymob.client.screen = null
//, mymob.i_select, mymob.m_select
mymob.client.screen += list( mymob.pain, mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.hands, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.pressure, mymob.sleep, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += list( mymob.pain, mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += src.adding + src.other
//if(istype(mymob,/mob/living/carbon/monkey)) mymob.client.screen += src.mon_blo

View File

@@ -1060,8 +1060,6 @@
overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
s_store.screen_loc = ui_sstore1
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
//to hide / show them.
if (client)
if (i_select)
if (intent)
@@ -1178,6 +1176,8 @@
overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
back.screen_loc = ui_back
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
//to hide / show them.
if (handcuffed)
pulling = null
var/h1 = handcuffed.icon_state

View File

@@ -1,5 +1,7 @@
/obj/hud/proc/monkey_hud(var/ui_style='screen1_old.dmi')
ui_style='screen1_old.dmi' //Overriding the parameter. Only this UI style is acceptable with the 'sleek' layout.
src.adding = list( )
src.other = list( )
src.intents = list( )
@@ -8,8 +10,9 @@
src.mov_int = list( )
src.vimpaired = list( )
src.darkMask = list( )
src.intent_small_hud_objects = list( )
var/icon/blocked = icon(ui_style,"blocked")
//var/icon/blocked = icon(ui_style,"blocked")
src.g_dither = new src.h_type( src )
src.g_dither.screen_loc = "WEST,SOUTH to EAST,NORTH"
@@ -55,6 +58,41 @@
src.adding += using
action_intent = using
//intent small hud objects
using = new src.h_type( src )
using.name = "help"
using.icon = ui_style
using.icon_state = "help_small"
using.screen_loc = ui_help_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "disarm"
using.icon = ui_style
using.icon_state = "disarm_small"
using.screen_loc = ui_disarm_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "grab"
using.icon = ui_style
using.icon_state = "grab_small"
using.screen_loc = ui_grab_small
using.layer = 21
src.intent_small_hud_objects += using
using = new src.h_type( src )
using.name = "harm"
using.icon = ui_style
using.icon_state = "harm_small"
using.screen_loc = ui_harm_small
using.layer = 21
src.intent_small_hud_objects += using
//end intent small hud objects
using = new src.h_type( src )
using.name = "mov_intent"
using.dir = SOUTHWEST
@@ -65,6 +103,7 @@
src.adding += using
move_intent = using
/*
using = new src.h_type(src) //Right hud bar
using.dir = SOUTH
using.icon = ui_style
@@ -102,7 +141,7 @@
using.dir = EAST
using.screen_loc = ui_iarrowright
using.layer = 19
src.adding += using
src.adding += using*/
using = new src.h_type( src )
using.name = "drop"
@@ -111,7 +150,7 @@
using.screen_loc = ui_dropbutton
using.layer = 19
src.adding += using
/*
using = new src.h_type( src )
using.name = "i_clothing"
using.dir = SOUTH
@@ -131,7 +170,7 @@
using.layer = 19
using.overlays += blocked
src.adding += using
*/
/* using = new src.h_type( src )
using.name = "headset"
using.dir = SOUTHEAST
@@ -145,20 +184,44 @@
using.name = "r_hand"
using.dir = WEST
using.icon = ui_style
using.icon_state = "equip"
using.icon_state = "hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
using.icon_state = "hand_active"
using.screen_loc = ui_rhand
using.layer = 19
src.r_hand_hud_object = using
src.adding += using
using = new src.h_type( src )
using.name = "l_hand"
using.dir = EAST
using.icon = ui_style
using.icon_state = "equip"
using.icon_state = "hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
using.icon_state = "hand_active"
using.screen_loc = ui_lhand
using.layer = 19
src.l_hand_hud_object = using
src.adding += using
using = new src.h_type( src )
using.name = "hand"
using.dir = SOUTH
using.icon = ui_style
using.icon_state = "hand1"
using.screen_loc = ui_swaphand1
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "hand"
using.dir = SOUTH
using.icon = ui_style
using.icon_state = "hand2"
using.screen_loc = ui_swaphand2
using.layer = 19
src.adding += using
/*
using = new src.h_type( src )
using.name = "id"
using.dir = SOUTHWEST
@@ -168,13 +231,14 @@
using.layer = 19
using.overlays += blocked
src.adding += using
*/
using = new src.h_type( src )
using.name = "mask"
using.dir = NORTH
using.icon = ui_style
using.icon_state = "equip"
using.screen_loc = ui_mask
using.screen_loc = ui_monkey_mask
using.layer = 19
src.adding += using
@@ -186,7 +250,7 @@
using.screen_loc = ui_back
using.layer = 19
src.adding += using
/*
using = new src.h_type( src )
using.name = "storage1"
using.icon = ui_style
@@ -204,7 +268,6 @@
using.layer = 19
using.overlays += blocked
src.adding += using
using = new src.h_type( src )
using.name = "resist"
using.icon = ui_style
@@ -283,6 +346,7 @@
using.layer = 19
using.overlays += blocked
src.adding += using
*/
/*
using = new src.h_type( src )
@@ -399,6 +463,7 @@
mymob.m_select.name = "moving"
mymob.m_select.screen_loc = "16:-11,14"
*/
mymob.toxin = new /obj/screen( null )
mymob.toxin.icon = ui_style
mymob.toxin.icon_state = "tox0"
@@ -450,6 +515,7 @@
mymob.flash.screen_loc = "1,1 to 15,15"
mymob.flash.layer = 17
/*
mymob.hands = new /obj/screen( null )
mymob.hands.icon = ui_style
mymob.hands.icon_state = "hand"
@@ -467,7 +533,7 @@
mymob.rest.icon = ui_style
mymob.rest.icon_state = "rest0"
mymob.rest.name = "rest"
mymob.rest.screen_loc = ui_rest
mymob.rest.screen_loc = ui_rest*/
/*/Monkey blockers
@@ -566,7 +632,7 @@
mymob.client.screen = null
//, mymob.i_select, mymob.m_select
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.hands, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep, mymob.pressure, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach, mymob.hands, )
mymob.client.screen += src.adding + src.other
//if(istype(mymob,/mob/living/carbon/monkey)) mymob.client.screen += src.mon_blo

View File

@@ -511,7 +511,7 @@
if (istype(wear_mask, /obj/item/clothing/mask))
var/t1 = wear_mask.icon_state
overlays += image("icon" = 'monkey.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = layer)
wear_mask.screen_loc = ui_mask
wear_mask.screen_loc = ui_monkey_mask
if (r_hand)
if(update_icon)
@@ -526,7 +526,7 @@
if (back)
var/t1 = back.icon_state //apparently tables make me upset and cause my dreams to shatter
overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = layer)
back.screen_loc = ui_back
back.screen_loc = ui_monkey_back
if (handcuffed && update_icon)
pulling = null

View File

@@ -53,6 +53,7 @@
//Generic overlays
/*
using = new src.h_type(src) //Right hud bar
using.dir = SOUTH
using.icon = 'screen1_robot.dmi'
@@ -72,7 +73,7 @@
using.icon = 'screen1_robot.dmi'
using.screen_loc = "EAST+1,SOUTH-1"
using.layer = 19
src.adding += using
src.adding += using*/
//Module select
@@ -119,7 +120,7 @@
using.layer = 20
src.adding += using
action_intent = using
/*
using = new src.h_type( src )
using.name = "arrowleft"
using.icon = 'screen1_robot.dmi'
@@ -136,7 +137,7 @@
using.dir = EAST
using.screen_loc = ui_iarrowright
using.layer = 19
src.adding += using
src.adding += using*/
//End of Intent
//Cell
@@ -151,7 +152,7 @@
mymob.healths.icon = 'screen1_robot.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_health
mymob.healths.screen_loc = ui_borg_health
//Installed Module
mymob.hands = new /obj/screen( null )
@@ -174,7 +175,7 @@
mymob.throw_icon.icon = 'screen1_robot.dmi'
mymob.throw_icon.icon_state = "store"
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_hand
mymob.throw_icon.screen_loc = ui_borg_store
//Temp
mymob.bodytemp = new /obj/screen( null )
@@ -218,6 +219,7 @@
mymob.flash.screen_loc = "1,1 to 15,15"
mymob.flash.layer = 17
/*
mymob.sleep = new /obj/screen( null )
mymob.sleep.icon = 'screen1_robot.dmi'
mymob.sleep.icon_state = "sleep0"
@@ -229,6 +231,7 @@
mymob.rest.icon_state = "rest0"
mymob.rest.name = "rest"
mymob.rest.screen_loc = ui_rest
*/
mymob.zone_sel = new /obj/screen/zone_sel( null )
@@ -239,7 +242,7 @@
mymob.client.screen = null
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += src.adding + src.other
return

View File

@@ -102,7 +102,7 @@ datum/preferences
b_eyes = 0
//UI style
UI = UI_NEW
UI = UI_OLD
//Mob preview
icon/preview_icon = null
@@ -262,7 +262,7 @@ datum/preferences
dat += "<b>Age:</b> <a href='byond://?src=\ref[user];preferences=1;age=input'>[age]</a>"
dat += "<br>"
dat += "<b>UI Style:</b> <a href=\"byond://?src=\ref[user];preferences=1;UI=input\"><b>[UI == UI_NEW ? "New" : "Old"]</b></a><br>"
//dat += "<b>UI Style:</b> <a href=\"byond://?src=\ref[user];preferences=1;UI=input\"><b>[UI == UI_NEW ? "New" : "Old"]</b></a><br>" -- UI Style no longer a thing
dat += "<b>Play admin midis:</b> <a href=\"byond://?src=\ref[user];preferences=1;midis=input\"><b>[midis == 1 ? "Yes" : "No"]</b></a><br>"
dat += "<b>Ghost ears:</b> <a href=\"byond://?src=\ref[user];preferences=1;ghost_ears=input\"><b>[ghost_ears == 0 ? "Nearest Creatures" : "All Speech"]</b></a><br>"
dat += "<b>Ghost sight:</b> <a href=\"byond://?src=\ref[user];preferences=1;ghost_sight=input\"><b>[ghost_sight == 0 ? "Nearest Creatures" : "All Emotes"]</b></a><br>"

View File

@@ -33,7 +33,7 @@
icon = 'zone_sel.dmi'
icon_state = "blank"
var/selecting = "chest"
screen_loc = "EAST+1,NORTH"
screen_loc = ui_zonesel
/obj/screen/gun
name = "gun"
@@ -227,21 +227,71 @@
/obj/screen/grab/attackby()
return
/obj/screen/MouseEntered(object,location,control,params)
if(!ishuman(usr) && !istype(usr,/mob/living/carbon/alien/humanoid) && !islarva(usr) && !ismonkey(usr))
return
switch(name)
/*
if("other")
if (usr.hud_used.show_otherinventory)
usr.hud_used.show_otherinventory = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.show_otherinventory = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.other_update()*/
if("act_intent")
if(!usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 1
usr.client.screen += usr.hud_used.intent_small_hud_objects
if("harm")
if(!usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 1
usr.client.screen += usr.hud_used.intent_small_hud_objects
if("help")
if(!usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 1
usr.client.screen += usr.hud_used.intent_small_hud_objects
if("disarm")
if(!usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 1
usr.client.screen += usr.hud_used.intent_small_hud_objects
if("grab")
if(!usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 1
usr.client.screen += usr.hud_used.intent_small_hud_objects
/obj/screen/MouseExited(object,location,control,params)
if(!ishuman(usr) && !istype(usr,/mob/living/carbon/alien/humanoid) && !islarva(usr) && !ismonkey(usr))
return
switch(name)
if("act_intent")
if (usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
if("harm")
if (usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
if("help")
if (usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
if("disarm")
if (usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
if("grab")
if (usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
/obj/screen/Click(location, control, params)
var/list/pa = params2list(params)
switch(name)
if("map")
usr.clearmap()
if("maprefresh")
var/obj/machinery/computer/security/seccomp = usr.machine
if(seccomp!=null)
seccomp.drawmap(usr)
else
usr.clearmap()
if("other")
if (usr.hud_used.show_otherinventory)
@@ -253,36 +303,13 @@
usr.hud_used.other_update()
if("maprefresh")
var/obj/machinery/computer/security/seccomp = usr.machine
if("act_intent")
if(pa.Find("left"))
switch(usr.a_intent)
if("help")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("disarm")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("hurt")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("grab")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if(seccomp!=null)
seccomp.drawmap(usr)
else
switch(usr.a_intent)
if("help")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("disarm")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("hurt")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("grab")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
usr.clearmap()
if("arrowleft")
switch(usr.a_intent)
@@ -344,20 +371,6 @@
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if("intent")
if (!( usr.intent ))
switch(usr.a_intent)
if("help")
usr.intent = "13,15"
if("disarm")
usr.intent = "14,15"
if("hurt")
usr.intent = "15,15"
if("grab")
usr.intent = "12,15"
else
usr.intent = null
if("m_intent")
if (!( usr.m_int ))
switch(usr.m_intent)
@@ -378,20 +391,6 @@
if("run")
usr.m_intent = "run"
usr.m_int = "13,14"
if("hurt")
usr.a_intent = "hurt"
usr.intent = "15,15"
if("grab")
usr.a_intent = "grab"
usr.intent = "12,15"
if("disarm")
if (istype(usr, /mob/living/carbon/human))
var/mob/M = usr
M.a_intent = "disarm"
M.intent = "14,15"
if("help")
usr.a_intent = "help"
usr.intent = "13,15"
if("Reset Machine")
usr.machine = null
if("internal")
@@ -435,18 +434,43 @@
usr.internals.icon_state = "internal1"
else
usr << "\blue You don't have an oxygen tank."
if("act_intent")
if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr))
if (usr.hud_used.show_intent_icons)
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
else
usr.hud_used.show_intent_icons = 1
usr.client.screen += usr.hud_used.intent_small_hud_objects
if(issilicon(usr))
if(usr.a_intent == "help")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
else
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("help")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
if("harm")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
if("grab")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
if("disarm")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
usr.hud_used.show_intent_icons = 0
usr.client.screen -= usr.hud_used.intent_small_hud_objects
if("pull")
usr.pulling = null
if("sleep")
if(usr.sleeping && usr.sleeping_willingly)
usr.sleeping = 0
usr.sleeping_willingly = 0
else if(!usr.sleeping)
usr.sleeping = 20 //Short nap
usr.sleeping_willingly = 1
if("rest")
usr.resting = !( usr.resting )
//kavala2
if("throw")
if (!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
@@ -456,135 +480,14 @@
usr:swap_hand()
if("hand")
usr:swap_hand()
if("resist")
if(usr.next_move > world.time)
return
usr.next_move = world.time + 20
if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
var/resisting = 0
for(var/obj/O in usr.requests)
del(O)
resisting++
for(var/obj/item/weapon/grab/G in usr.grabbed_by)
resisting++
if (G.state == 1)
del(G)
else
if (G.state == 2)
if (prob(25))
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red [] has broken free of []'s grip!", usr, G.assailant), 1)
del(G)
else
if (G.state == 3)
if (prob(5))
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red [] has broken free of []'s headlock!", usr, G.assailant), 1)
del(G)
if(resisting)
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red <B>[] resists!</B>", usr), 1)
if(usr:handcuffed && usr:canmove && (usr.last_special <= world.time))
var/breakouttime = 1200
var/displaytime = 2
if(!usr:canmove)
breakouttime = 2400
displaytime = 4
usr.next_move = world.time + 100
usr.last_special = world.time + 100
if(isalienadult(usr) || usr.mutations & HULK)//Don't want to do a lot of logic gating here.
usr << "\green You attempt to break \the [usr:handcuffed]. (This will take around 5 seconds and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] is trying to break \the [usr:handcuffed]!</B>", usr), 1)
spawn(0)
if(do_after(usr, 50))
if(!usr:handcuffed || usr:buckled)
return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to break \the [usr:handcuffed]!</B>", usr), 1)
usr << "\green You successfully break \the [usr:handcuffed]."
del(usr:handcuffed)
usr:handcuffed = null
else
if(istype(usr:handcuffed, /obj/item/weapon/handcuffs/cable))
breakouttime = 300
displaytime = 0.5
usr << "\red You attempt to remove \the [usr:handcuffed]. (This will take around [displaytime] minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to remove \the [usr:handcuffed]!</B>", usr), 1)
spawn(0)
var/increment = 150
for(var/i = 0, i < breakouttime, i += increment)
if(!do_after(usr, increment))
return
else
usr << pick("You hear something click, but it doesn't open yet.", // - Uristqwerty
"The latch resists!", // - IRC: BowlSoldier
"The chain is starting to give!", // - IRC: BowlSoldier
"The chain bends a little.", // - IRC: STALKER
"Your wrist hurts.", // - IRC: STALKER
"Unnng", // - IRC: Doug_H_Nuts
"The chain jangles a bit.", // - SkyMarshal
"\red Hurry up, dammit!", // - SkyMarshal
"This is exhausting!") // - SkyMarshal
for(var/mob/O in viewers(usr))
if(prob(50)) //Reduces spam slightly
O.show_message(text("\red [] continues to struggle in \the [usr:handcuffed]!", usr), 1)
if(!usr:handcuffed) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to remove \the [usr:handcuffed]!</B>", usr), 1)
usr << "\blue You successfully remove \the [usr:handcuffed]."
usr:handcuffed:loc = usr:loc
usr:handcuffed = null
usr.update_clothing()
if(istype(usr, /mob/living/carbon/human) && istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket) && usr:canmove && (usr.last_special <= world.time))
usr.next_move = world.time + 200
usr.last_special = world.time + 200
if(isalienadult(usr) || usr.mutations & HULK)//Don't want to do a lot of logic gating here.
usr << "\green You attempt to break out of your straight jacket. (This will take around 5 seconds and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] is trying to break out of \his straight jacket!</B>", usr), 1)
spawn(0)
if(do_after(usr, 50))
if(!istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket)) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to break out of the straight jacket!</B>", usr), 1)
usr << "\green You successfully break out of your straight jacket."
var/obj/sj = usr:wear_suit
usr.remove_from_mob(sj)
sj.loc = usr.loc
else
usr << "\red You attempt to get out of your straight jacket. (This will take around 4 minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to get out \his straight jacket!</B>", usr), 1)
spawn(0)
if(do_after(usr, 1200))
if(!istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket)) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to wriggle out of the straight jacket!</B>", usr), 1)
usr << "\blue You successfully get out of your straight jacket."
var/obj/sj = usr:wear_suit
usr.remove_from_mob(sj)
sj.loc = usr.loc
if(usr:handcuffed && (usr.last_special <= world.time) && usr:buckled)
usr.next_move = world.time + 100
usr.last_special = world.time + 100
usr << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to unbuckle themself!</B>", usr), 1)
spawn(0)
if(do_after(usr, 1200))
if(!usr:buckled)
return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to unbuckle themself!</B>", usr), 1)
usr << "\blue You successfully unbuckle yourself."
usr:buckled.manual_unbuckle(usr)
if("r_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("r")
if("l_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("l")
if("module")
if(issilicon(usr))
if(usr:module)
@@ -704,3 +607,152 @@
/obj/screen/attack_paw(mob/user as mob, using)
user.db_click(name, using)
return
/mob/living/verb/mob_sleep()
set name = "Sleep"
set category = "IC"
if(usr.sleeping && usr.sleeping_willingly)
usr.sleeping = 0
usr.sleeping_willingly = 0
else if(!usr.sleeping)
usr.sleeping = 20 //Short nap
usr.sleeping_willingly = 1
/mob/living/verb/lay_down()
set name = "Lay down / Get up"
set category = "IC"
usr.resting = !( usr.resting )
usr << "\blue You are now [(usr.resting) ? "resting" : "getting up"]"
/mob/living/verb/resist()
set name = "Resist"
set category = "IC"
if(usr.next_move > world.time)
return
usr.next_move = world.time + 20
if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
var/resisting = 0
for(var/obj/O in usr.requests)
del(O)
resisting++
for(var/obj/item/weapon/grab/G in usr.grabbed_by)
resisting++
if (G.state == 1)
del(G)
else
if (G.state == 2)
if (prob(25))
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red [] has broken free of []'s grip!", usr, G.assailant), 1)
del(G)
else
if (G.state == 3)
if (prob(5))
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red [] has broken free of []'s headlock!", usr, G.assailant), 1)
del(G)
if(resisting)
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red <B>[] resists!</B>", usr), 1)
if(usr:handcuffed && usr:canmove && (usr.last_special <= world.time))
var/breakouttime = 1200
var/displaytime = 2
if(!usr:canmove)
breakouttime = 2400
displaytime = 4
usr.next_move = world.time + 100
usr.last_special = world.time + 100
if(isalienadult(usr) || usr.mutations & HULK)//Don't want to do a lot of logic gating here.
usr << "\green You attempt to break \the [usr:handcuffed]. (This will take around 5 seconds and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] is trying to break \the [usr:handcuffed]!</B>", usr), 1)
spawn(0)
if(do_after(usr, 50))
if(!usr:handcuffed || usr:buckled)
return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to break \the [usr:handcuffed]!</B>", usr), 1)
usr << "\green You successfully break \the [usr:handcuffed]."
del(usr:handcuffed)
usr:handcuffed = null
else
if(istype(usr:handcuffed, /obj/item/weapon/handcuffs/cable))
breakouttime = 300
displaytime = 0.5
usr << "\red You attempt to remove \the [usr:handcuffed]. (This will take around [displaytime] minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to remove \the [usr:handcuffed]!</B>", usr), 1)
spawn(0)
var/increment = 150
for(var/i = 0, i < breakouttime, i += increment)
if(!do_after(usr, increment))
return
else
usr << pick("You hear something click, but it doesn't open yet.", // - Uristqwerty
"The latch resists!", // - IRC: BowlSoldier
"The chain is starting to give!", // - IRC: BowlSoldier
"The chain bends a little.", // - IRC: STALKER
"Your wrist hurts.", // - IRC: STALKER
"Unnng", // - IRC: Doug_H_Nuts
"The chain jangles a bit.", // - SkyMarshal
"\red Hurry up, dammit!", // - SkyMarshal
"This is exhausting!") // - SkyMarshal
for(var/mob/O in viewers(usr))
if(prob(50)) //Reduces spam slightly
O.show_message(text("\red [] continues to struggle in \the [usr:handcuffed]!", usr), 1)
if(!usr:handcuffed) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to remove \the [usr:handcuffed]!</B>", usr), 1)
usr << "\blue You successfully remove \the [usr:handcuffed]."
usr:handcuffed:loc = usr:loc
usr:handcuffed = null
usr.update_clothing()
if(istype(usr, /mob/living/carbon/human) && istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket) && usr:canmove && (usr.last_special <= world.time))
usr.next_move = world.time + 200
usr.last_special = world.time + 200
if(isalienadult(usr) || usr.mutations & HULK)//Don't want to do a lot of logic gating here.
usr << "\green You attempt to break out of your straight jacket. (This will take around 5 seconds and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] is trying to break out of \his straight jacket!</B>", usr), 1)
spawn(0)
if(do_after(usr, 50))
if(!istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket)) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to break out of the straight jacket!</B>", usr), 1)
usr << "\green You successfully break out of your straight jacket."
var/obj/sj = usr:wear_suit
usr.remove_from_mob(sj)
sj.loc = usr.loc
else
usr << "\red You attempt to get out of your straight jacket. (This will take around 4 minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to get out \his straight jacket!</B>", usr), 1)
spawn(0)
if(do_after(usr, 1200))
if(!istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket)) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to wriggle out of the straight jacket!</B>", usr), 1)
usr << "\blue You successfully get out of your straight jacket."
var/obj/sj = usr:wear_suit
usr.remove_from_mob(sj)
sj.loc = usr.loc
if(usr:handcuffed && (usr.last_special <= world.time) && usr:buckled)
usr.next_move = world.time + 100
usr.last_special = world.time + 100
usr << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to unbuckle themself!</B>", usr), 1)
spawn(0)
if(do_after(usr, 1200))
if(!usr:buckled)
return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to unbuckle themself!</B>", usr), 1)
usr << "\blue You successfully unbuckle yourself."
usr:buckled.manual_unbuckle(usr)

View File

@@ -514,7 +514,7 @@ client/verb
usr.gun_move_icon.name = "Disallow Walking"
else
// winset(usr,"default.target_can_move","is-flat=false;border=none")
usr << "Target may no longer move."
usr << "Target may no longegr move."
target_can_run = 0
del(usr.gun_run_icon)
if(usr.gun_move_icon)
@@ -529,7 +529,8 @@ client/verb
if(!target_can_run)
M << "\red Your move intent is now set to walk, as your targeter permits it."
M.m_intent = "walk"
M.hud_used.move_intent.icon_state = "walking"
if(M.hud_used.move_intent)
M.hud_used.move_intent.icon_state = "walking"
else
M << "\red <b>Your character will now be shot if they move.</b>"
AllowTargetRun()