/datum/hud/proc/monkey_hud(var/ui_style='icons/mob/screen1_old.dmi') src.adding = list() src.other = list() var/obj/screen/using var/obj/screen/inventory/inv_box using = new /obj/screen() using.name = "act_intent" using.set_dir(SOUTHWEST) using.icon = ui_style using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent) using.screen_loc = ui_acti using.layer = 20 src.adding += using action_intent = using //intent small hud objects var/icon/ico ico = new(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( src ) using.name = "help" using.icon = ico using.screen_loc = ui_acti using.layer = 21 src.adding += using help_intent = using ico = new(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( src ) using.name = "disarm" using.icon = ico using.screen_loc = ui_acti using.layer = 21 src.adding += using disarm_intent = using ico = new(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( src ) using.name = "grab" using.icon = ico using.screen_loc = ui_acti using.layer = 21 src.adding += using grab_intent = using ico = new(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( src ) using.name = "harm" using.icon = ico using.screen_loc = ui_acti using.layer = 21 src.adding += using hurt_intent = using //end intent small hud objects using = new /obj/screen() using.name = "mov_intent" using.set_dir(SOUTHWEST) using.icon = ui_style using.icon_state = (mymob.m_intent == "run" ? "running" : "walking") using.screen_loc = ui_movi using.layer = 20 src.adding += using move_intent = using using = new /obj/screen() using.name = "drop" using.icon = ui_style using.icon_state = "act_drop" using.screen_loc = ui_drop_throw using.layer = 19 src.adding += using inv_box = new /obj/screen/inventory() inv_box.name = "r_hand" inv_box.set_dir(WEST) inv_box.icon = ui_style inv_box.icon_state = "hand_inactive" if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use inv_box.icon_state = "hand_active" inv_box.screen_loc = ui_rhand inv_box.slot_id = slot_r_hand inv_box.layer = 19 src.r_hand_hud_object = inv_box src.adding += inv_box inv_box = new /obj/screen/inventory() inv_box.name = "l_hand" inv_box.set_dir(EAST) inv_box.icon = ui_style inv_box.icon_state = "hand_inactive" if(mymob && mymob.hand) //This being 1 means the left hand is in use inv_box.icon_state = "hand_active" inv_box.screen_loc = ui_lhand inv_box.slot_id = slot_l_hand inv_box.layer = 19 src.l_hand_hud_object = inv_box src.adding += inv_box using = new /obj/screen/inventory() using.name = "hand" using.set_dir(SOUTH) using.icon = ui_style using.icon_state = "hand1" using.screen_loc = ui_swaphand1 using.layer = 19 src.adding += using using = new /obj/screen/inventory() using.name = "hand" using.set_dir(SOUTH) using.icon = ui_style using.icon_state = "hand2" using.screen_loc = ui_swaphand2 using.layer = 19 src.adding += using inv_box = new /obj/screen/inventory() inv_box.name = "mask" inv_box.set_dir(NORTH) inv_box.icon = ui_style inv_box.icon_state = "equip" inv_box.screen_loc = ui_monkey_mask inv_box.slot_id = slot_wear_mask inv_box.layer = 19 src.adding += inv_box inv_box = new /obj/screen/inventory() inv_box.name = "back" inv_box.set_dir(NORTHEAST) inv_box.icon = ui_style inv_box.icon_state = "equip" inv_box.screen_loc = ui_back inv_box.slot_id = slot_back inv_box.layer = 19 src.adding += inv_box mymob.throw_icon = new /obj/screen() mymob.throw_icon.icon = ui_style mymob.throw_icon.icon_state = "act_throw_off" mymob.throw_icon.name = "throw" mymob.throw_icon.screen_loc = ui_drop_throw mymob.oxygen = new /obj/screen() mymob.oxygen.icon = ui_style mymob.oxygen.icon_state = "oxy0" mymob.oxygen.name = "oxygen" mymob.oxygen.screen_loc = ui_oxygen mymob.pressure = new /obj/screen() mymob.pressure.icon = ui_style mymob.pressure.icon_state = "pressure0" mymob.pressure.name = "pressure" mymob.pressure.screen_loc = ui_pressure mymob.toxin = new /obj/screen() mymob.toxin.icon = ui_style mymob.toxin.icon_state = "tox0" mymob.toxin.name = "toxin" mymob.toxin.screen_loc = ui_toxin mymob.internals = new /obj/screen() mymob.internals.icon = ui_style mymob.internals.icon_state = "internal0" mymob.internals.name = "internal" mymob.internals.screen_loc = ui_internal mymob.fire = new /obj/screen() mymob.fire.icon = ui_style mymob.fire.icon_state = "fire0" mymob.fire.name = "fire" mymob.fire.screen_loc = ui_fire mymob.bodytemp = new /obj/screen() mymob.bodytemp.icon = ui_style mymob.bodytemp.icon_state = "temp1" mymob.bodytemp.name = "body temperature" mymob.bodytemp.screen_loc = ui_temp mymob.healths = new /obj/screen() mymob.healths.icon = ui_style mymob.healths.icon_state = "health0" mymob.healths.name = "health" mymob.healths.screen_loc = ui_health mymob.pullin = new /obj/screen() mymob.pullin.icon = ui_style mymob.pullin.icon_state = "pull0" mymob.pullin.name = "pull" mymob.pullin.screen_loc = ui_pull_resist mymob.blind = new /obj/screen() mymob.blind.icon = 'icons/mob/screen1_full.dmi' mymob.blind.icon_state = "blackimageoverlay" mymob.blind.name = " " mymob.blind.screen_loc = "1,1" mymob.blind.layer = 0 mymob.flash = new /obj/screen() mymob.flash.icon = ui_style mymob.flash.icon_state = "blank" mymob.flash.name = "flash" mymob.flash.screen_loc = "1,1 to 15,15" mymob.flash.layer = 17 mymob.zone_sel = new /obj/screen/zone_sel() mymob.zone_sel.icon = ui_style mymob.zone_sel.overlays.Cut() mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]") //Handle the gun settings buttons mymob.gun_setting_icon = new /obj/screen/gun/mode(null) if (mymob.client) if (mymob.client.gun_mode) // If in aim mode, correct the sprite mymob.gun_setting_icon.set_dir(2) for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons if (G.aim_targets) mymob.item_use_icon = new /obj/screen/gun/item(null) if (mymob.client.target_can_click) mymob.item_use_icon.set_dir(1) src.adding += mymob.item_use_icon mymob.gun_move_icon = new /obj/screen/gun/move(null) if (mymob.client.target_can_move) mymob.gun_move_icon.set_dir(1) mymob.gun_run_icon = new /obj/screen/gun/run(null) if (mymob.client.target_can_run) mymob.gun_run_icon.set_dir(1) src.adding += mymob.gun_run_icon src.adding += mymob.gun_move_icon mymob.client.screen = null 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.client.screen += src.adding + src.other return