Files
CHOMPStation2/code/_onclick/hud/screen_objects.dm
2021-05-22 19:26:57 +00:00

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/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/obj/screen
name = ""
icon = 'icons/mob/screen1.dmi'
appearance_flags = TILE_BOUND|PIXEL_SCALE|NO_CLIENT_COLOR
layer = LAYER_HUD_BASE
plane = PLANE_PLAYER_HUD
unacidable = 1
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
var/datum/hud/hud = null // A reference to the owner HUD, if any.
/obj/screen/Destroy()
master = null
return ..()
/obj/screen/proc/component_click(obj/screen/component_button/component, params)
return
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/obj/screen/inventory
var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
var/list/object_overlays = list() // Required for inventory/screen overlays.
/obj/screen/inventory/MouseEntered()
..()
add_overlays()
/obj/screen/inventory/MouseExited()
..()
cut_overlay(object_overlays)
object_overlays.Cut()
/obj/screen/inventory/proc/add_overlays()
var/mob/user = hud.mymob
if(hud && user && slot_id)
var/obj/item/holding = user.get_active_hand()
if(!holding || user.get_equipped_item(slot_id))
return
var/image/item_overlay = image(holding)
item_overlay.alpha = 92
if(!holding.mob_can_equip(user, slot_id, disable_warning = TRUE))
item_overlay.color = "#ff0000"
else
item_overlay.color = "#00ff00"
object_overlays += item_overlay
add_overlay(object_overlays)
/obj/screen/close
name = "close"
/obj/screen/close/Click()
if(master)
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
S.close(usr)
return 1
/obj/screen/item_action
var/obj/item/owner
/obj/screen/item_action/Destroy()
. = ..()
owner = null
/obj/screen/item_action/Click()
if(!usr || !owner)
return 1
if(!usr.checkClickCooldown())
return
if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
return 1
if(!(owner in usr))
return 1
owner.ui_action_click()
return 1
/obj/screen/grab
name = "grab"
/obj/screen/grab/Click()
var/obj/item/weapon/grab/G = master
G.s_click(src)
return 1
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/storage
name = "storage"
/obj/screen/storage/Click()
if(!usr.checkClickCooldown())
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(master)
var/obj/item/I = usr.get_active_hand()
if(I)
usr.ClickOn(master)
return 1
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/selecting = BP_TORSO
var/static/list/hover_overlays_cache = list()
var/hovering_choice
var/mutable_appearance/selecting_appearance
/obj/screen/zone_sel/Click(location, control,params)
if(isobserver(usr))
return
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/choice = get_zone_at(icon_x, icon_y)
if(!choice)
return 1
return set_selected_zone(choice, usr)
/obj/screen/zone_sel/MouseEntered(location, control, params)
MouseMove(location, control, params)
/obj/screen/zone_sel/MouseMove(location, control, params)
if(isobserver(usr))
return
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/choice = get_zone_at(icon_x, icon_y)
if(hovering_choice == choice)
return
vis_contents -= hover_overlays_cache[hovering_choice]
hovering_choice = choice
var/obj/effect/overlay/zone_sel/overlay_object = hover_overlays_cache[choice]
if(!overlay_object)
overlay_object = new
overlay_object.icon_state = "[choice]"
hover_overlays_cache[choice] = overlay_object
vis_contents += overlay_object
/obj/effect/overlay/zone_sel
icon = 'icons/mob/zone_sel.dmi'
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
alpha = 128
anchored = TRUE
layer = LAYER_HUD_ABOVE
plane = PLANE_PLAYER_HUD_ABOVE
/obj/screen/zone_sel/MouseExited(location, control, params)
if(!isobserver(usr) && hovering_choice)
vis_contents -= hover_overlays_cache[hovering_choice]
hovering_choice = null
/obj/screen/zone_sel/proc/get_zone_at(icon_x, icon_y)
switch(icon_y)
if(1 to 3) //Feet
switch(icon_x)
if(10 to 15)
return BP_R_FOOT
if(17 to 22)
return BP_L_FOOT
if(4 to 9) //Legs
switch(icon_x)
if(10 to 15)
return BP_R_LEG
if(17 to 22)
return BP_L_LEG
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
return BP_R_HAND
if(12 to 20)
return BP_GROIN
if(21 to 24)
return BP_L_HAND
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
return BP_R_ARM
if(12 to 20)
return BP_TORSO
if(21 to 24)
return BP_L_ARM
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
return O_MOUTH
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
return O_EYES
if(25 to 27)
if(icon_x in 15 to 17)
return O_EYES
return BP_HEAD
/obj/screen/zone_sel/proc/set_selected_zone(choice, mob/user)
if(isobserver(user))
return
if(choice != selecting)
selecting = choice
update_icon()
/obj/screen/zone_sel/update_icon()
cut_overlay(selecting_appearance)
selecting_appearance = mutable_appearance('icons/mob/zone_sel.dmi', "[selecting]")
add_overlay(selecting_appearance)
/obj/screen/Click(location, control, params)
..() // why the FUCK was this not called before
if(!usr) return 1
switch(name)
if("toggle")
if(usr.hud_used.inventory_shown)
usr.hud_used.inventory_shown = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.inventory_shown = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.hidden_inventory_update()
if("equip")
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.quick_equip()
if("resist")
if(isliving(usr))
var/mob/living/L = usr
L.resist()
if("mov_intent")
if(isliving(usr))
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
to_chat(C, "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>")
C.m_intent = "walk" //Just incase
C.hud_used.move_intent.icon_state = "walking"
return 1
var/mob/living/L = usr
switch(L.m_intent)
if("run")
L.m_intent = "walk"
L.hud_used.move_intent.icon_state = "walking"
if("walk")
L.m_intent = "run"
L.hud_used.move_intent.icon_state = "running"
if("m_intent")
if(!usr.m_int)
switch(usr.m_intent)
if("run")
usr.m_int = "13,14"
if("walk")
usr.m_int = "14,14"
if("face")
usr.m_int = "15,14"
else
usr.m_int = null
if("walk")
usr.m_intent = "walk"
usr.m_int = "14,14"
if("face")
usr.m_intent = "face"
usr.m_int = "15,14"
if("run")
usr.m_intent = "run"
usr.m_int = "13,14"
if("Reset Machine")
usr.unset_machine()
if("internal")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
if(C.internal)
C.internal = null
to_chat(C, "<span class='notice'>No longer running on internals.</span>")
if(C.internals)
C.internals.icon_state = "internal0"
else
var/no_mask
if(!(C.wear_mask && C.wear_mask.item_flags & AIRTIGHT))
var/mob/living/carbon/human/H = C
if(!(H.head && H.head.item_flags & AIRTIGHT))
no_mask = 1
if(no_mask)
to_chat(C, "<span class='notice'>You are not wearing a suitable mask or helmet.</span>")
return 1
else
var/list/nicename = null
var/list/tankcheck = null
var/breathes = "oxygen" //default, we'll check later
var/list/contents = list()
var/from = "on"
if(ishuman(C))
var/mob/living/carbon/human/H = C
breathes = H.species.breath_type
nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
else
nicename = list("right hand", "left hand", "back")
tankcheck = list(C.r_hand, C.l_hand, C.back)
// Rigs are a fucking pain since they keep an air tank in nullspace.
var/obj/item/weapon/rig/Rig = C.get_rig()
if(Rig)
if(Rig.air_supply && !Rig.offline)
from = "in"
nicename |= "hardsuit"
tankcheck |= Rig.air_supply
for(var/i=1, i<tankcheck.len+1, ++i)
if(istype(tankcheck[i], /obj/item/weapon/tank))
var/obj/item/weapon/tank/t = tankcheck[i]
if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
contents.Add(t.air_contents.total_moles) //Someone messed with the tank and put unknown gasses
continue //in it, so we're going to believe the tank is what it says it is
switch(breathes)
//These tanks we're sure of their contents
if("nitrogen") //So we're a bit more picky about them.
if(t.air_contents.gas["nitrogen"] && !t.air_contents.gas["oxygen"])
contents.Add(t.air_contents.gas["nitrogen"])
else
contents.Add(0)
if ("oxygen")
if(t.air_contents.gas["oxygen"] && !t.air_contents.gas["phoron"])
contents.Add(t.air_contents.gas["oxygen"])
else
contents.Add(0)
// No races breath this, but never know about downstream servers.
if ("carbon dioxide")
if(t.air_contents.gas["carbon_dioxide"] && !t.air_contents.gas["phoron"])
contents.Add(t.air_contents.gas["carbon_dioxide"])
else
contents.Add(0)
// And here's for the Vox
if ("phoron")
if(t.air_contents.gas["phoron"] && !t.air_contents.gas["oxygen"])
contents.Add(t.air_contents.gas["phoron"])
else
contents.Add(0)
else
//no tank so we set contents to 0
contents.Add(0)
//Alright now we know the contents of the tanks so we have to pick the best one.
var/best = 0
var/bestcontents = 0
for(var/i=1, i < contents.len + 1 , ++i)
if(!contents[i])
continue
if(contents[i] > bestcontents)
best = i
bestcontents = contents[i]
//We've determined the best container now we set it as our internals
if(best)
to_chat(C, "<span class='notice'>You are now running on internals from [tankcheck[best]] [from] your [nicename[best]].</span>")
C.internal = tankcheck[best]
if(C.internal)
if(C.internals)
C.internals.icon_state = "internal1"
else
to_chat(C, "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>")
if("act_intent")
usr.a_intent_change("right")
if(I_HELP)
usr.a_intent = I_HELP
usr.hud_used.action_intent.icon_state = "intent_help"
if(I_HURT)
usr.a_intent = I_HURT
usr.hud_used.action_intent.icon_state = "intent_harm"
if(I_GRAB)
usr.a_intent = I_GRAB
usr.hud_used.action_intent.icon_state = "intent_grab"
if(I_DISARM)
usr.a_intent = I_DISARM
usr.hud_used.action_intent.icon_state = "intent_disarm"
if("pull")
usr.stop_pulling()
if("throw")
if(!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
if(usr.client)
usr.client.drop_item()
if("module")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
// if(R.module)
// R.hud_used.toggle_show_robot_modules()
// return 1
R.pick_module()
if("inventory")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.hud_used.toggle_show_robot_modules()
return 1
else
to_chat(R, "You haven't selected a module yet.")
if("radio")
if(issilicon(usr))
usr:radio_menu()
if("panel")
if(issilicon(usr))
usr:installed_modules()
if("store")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.uneq_active()
else
to_chat(R, "You haven't selected a module yet.")
if("module1")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(1)
if("module2")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(2)
if("module3")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(3)
if("AI Core")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.view_core()
if("Show Camera List")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
var/camera = input(AI) in AI.get_camera_list()
AI.ai_camera_list(camera)
if("Track With Camera")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
var/target_name = input(AI) in AI.trackable_mobs()
AI.ai_camera_track(target_name)
if("Toggle Camera Light")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.toggle_camera_light()
if("Crew Monitoring")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.subsystem_crew_monitor()
if("Show Crew Manifest")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.subsystem_crew_manifest()
if("Show Alerts")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.subsystem_alarm_monitor()
if("Announcement")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_announcement()
if("Call Emergency Shuttle")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_call_shuttle()
if("State Laws")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_checklaws()
if("PDA - Send Message")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.aiPDA.start_program(AI.aiPDA.find_program(/datum/data/pda/app/messenger))
AI.aiPDA.cmd_pda_open_ui(usr)
if("PDA - Show Message Log")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.aiPDA.start_program(AI.aiPDA.find_program(/datum/data/pda/app/messenger))
AI.aiPDA.cmd_pda_open_ui(usr)
if("Take Image")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.take_image()
if("View Images")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.view_images()
else
return attempt_vr(src,"Click_vr",list(location,control,params)) //VOREStation Add - Additional things.
return 1
/obj/screen/inventory/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(!usr.checkClickCooldown())
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
switch(name)
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("swap")
usr:swap_hand()
if("hand")
usr:swap_hand()
else
if(usr.attack_ui(slot_id))
usr.update_inv_l_hand(0)
usr.update_inv_r_hand(0)
return 1
// Hand slots are special to handle the handcuffs overlay
/obj/screen/inventory/hand
var/image/handcuff_overlay
/obj/screen/inventory/hand/update_icon()
..()
if(!hud)
return
if(!handcuff_overlay)
var/state = (hud.l_hand_hud_object == src) ? "l_hand_hud_handcuffs" : "r_hand_hud_handcuffs"
handcuff_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state"=state)
overlays.Cut()
if(hud.mymob && iscarbon(hud.mymob))
var/mob/living/carbon/C = hud.mymob
if(C.handcuffed)
overlays |= handcuff_overlay
// PIP stuff
/obj/screen/component_button
var/obj/screen/parent
/obj/screen/component_button/Initialize(mapload, obj/screen/new_parent)
. = ..()
parent = new_parent
/obj/screen/component_button/Click(params)
if(parent)
parent.component_click(src, params)
// Character setup stuff
/obj/screen/setup_preview
var/datum/preferences/pref
/obj/screen/setup_preview/Destroy()
pref = null
return ..()
// Background 'floor'
/obj/screen/setup_preview/bg
mouse_over_pointer = MOUSE_HAND_POINTER
/obj/screen/setup_preview/bg/Click(params)
pref?.bgstate = next_in_list(pref.bgstate, pref.bgstate_options)
pref?.update_preview_icon()
/obj/screen/splash
screen_loc = "1,1"
layer = LAYER_HUD_ABOVE
plane = PLANE_PLAYER_HUD_ABOVE
var/client/holder
/obj/screen/splash/New(client/C, visible)
. = ..()
holder = C
if(!visible)
alpha = 0
if(!lobby_image)
qdel(src)
return
icon = lobby_image.icon
icon_state = lobby_image.icon_state
holder.screen += src
/obj/screen/splash/proc/Fade(out, qdel_after = TRUE)
if(QDELETED(src))
return
if(out)
animate(src, alpha = 0, time = 30)
else
alpha = 0
animate(src, alpha = 255, time = 30)
if(qdel_after)
QDEL_IN(src, 30)
/obj/screen/splash/Destroy()
if(holder)
holder.screen -= src
holder = null
return ..()
/**
* This object holds all the on-screen elements of the mapping unit.
* It has a decorative frame and onscreen buttons. The map itself is drawn
* using a white mask and multiplying the mask against it to crop it to the
* size of the screen. This is not ideal, as filter() is faster, and has
* alpha masks, but the alpha masks it has can't be animated, so the 'ping'
* mode of this device isn't possible using that technique.
*
* The markers use that technique, though, so at least there's that.
*/
/obj/screen/movable/mapper_holder
name = "gps unit"
icon = null
icon_state = ""
screen_loc = "CENTER,CENTER"
alpha = 255
appearance_flags = KEEP_TOGETHER
mouse_opacity = 1
plane = PLANE_HOLOMAP
var/running = FALSE
var/obj/screen/mapper/mask_full/mask_full
var/obj/screen/mapper/mask_ping/mask_ping
var/obj/screen/mapper/bg/bg
var/obj/screen/mapper/frame/frame
var/obj/screen/mapper/powbutton/powbutton
var/obj/screen/mapper/mapbutton/mapbutton
var/obj/item/device/mapping_unit/owner
var/obj/screen/mapper/extras_holder/extras_holder
/obj/screen/movable/mapper_holder/New(newloc, newowner)
owner = newowner
mask_full = new(src) // Full white square mask
mask_ping = new(src) // Animated 'pinging' mask
bg = new(src) // Background color, holds map in vis_contents, uses mult against masks
frame = new(src) // Decorative frame
powbutton = new(src) // Clickable button
mapbutton = new(src) // Clickable button
frame.icon_state = initial(frame.icon_state)+owner.hud_frame_hint
/**
* The vis_contents layout is: this(frame,extras_holder,mask(bg(map)))
* bg is set to BLEND_MULTIPLY against the mask to crop it.
*/
mask_full.vis_contents.Add(bg)
mask_ping.vis_contents.Add(bg)
frame.vis_contents.Add(powbutton,mapbutton)
vis_contents.Add(frame)
/obj/screen/movable/mapper_holder/Destroy()
qdel_null(mask_full)
qdel_null(mask_ping)
qdel_null(bg)
qdel_null(frame)
qdel_null(powbutton)
qdel_null(mapbutton)
extras_holder = null
owner = null
return ..()
/obj/screen/movable/mapper_holder/proc/update(var/obj/screen/mapper/map, var/obj/screen/mapper/extras_holder/extras, ping = FALSE)
if(!running)
running = TRUE
if(ping)
vis_contents.Add(mask_ping)
else
vis_contents.Add(mask_full)
bg.vis_contents.Cut()
bg.vis_contents.Add(map)
if(extras && !extras_holder)
extras_holder = extras
vis_contents += extras_holder
if(!extras && extras_holder)
vis_contents -= extras_holder
extras_holder = null
/obj/screen/movable/mapper_holder/proc/powerClick()
if(running)
off()
else
on()
/obj/screen/movable/mapper_holder/proc/mapClick()
if(owner)
if(running)
off()
owner.pinging = !owner.pinging
on()
/obj/screen/movable/mapper_holder/proc/off(var/inform = TRUE)
frame.cut_overlay("powlight")
bg.vis_contents.Cut()
vis_contents.Remove(mask_ping, mask_full, extras_holder)
extras_holder = null
running = FALSE
if(inform)
owner.stop_updates()
/obj/screen/movable/mapper_holder/proc/on(var/inform = TRUE)
frame.add_overlay("powlight")
if(inform)
owner.start_updates()
// Prototype
/obj/screen/mapper
plane = PLANE_HOLOMAP
mouse_opacity = 0
var/obj/screen/movable/mapper_holder/parent
/obj/screen/mapper/New()
..()
parent = loc
/obj/screen/mapper/Destroy()
parent = null
return ..()
// Holds the actual map image
/obj/screen/mapper/map
var/offset_x = 32
var/offset_y = 32
// I really wish I could use filters for this instead of this multiplication-masking technique
// but alpha filters can't be animated, which means I can't use them for the 'sonar ping' mode.
// If filters start supporting animated icons in the future (for the alpha mask filter),
// you should definitely replace these with that technique instead.
/obj/screen/mapper/mask_full
icon = 'icons/effects/64x64.dmi'
icon_state = "mapper_mask"
/obj/screen/mapper/mask_ping
icon = 'icons/effects/64x64.dmi'
icon_state = "mapper_ping"
/obj/screen/mapper/bg
icon = 'icons/effects/64x64.dmi'
icon_state = "mapper_bg"
blend_mode = BLEND_MULTIPLY
appearance_flags = KEEP_TOGETHER
// Frame/deco components
/obj/screen/mapper/frame
icon = 'icons/effects/gpshud.dmi'
icon_state = "frame"
plane = PLANE_HOLOMAP_FRAME
pixel_x = -18
pixel_y = -29
mouse_opacity = 1
vis_flags = VIS_INHERIT_ID
/obj/screen/mapper/powbutton
icon = 'icons/effects/gpshud.dmi'
icon_state = "powbutton"
plane = PLANE_HOLOMAP_FRAME
mouse_opacity = 1
/obj/screen/mapper/powbutton/Click()
if(!usr.checkClickCooldown())
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if(istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
parent.powerClick()
flick("powClick",src)
usr << get_sfx("button")
return 1
/obj/screen/mapper/mapbutton
icon = 'icons/effects/gpshud.dmi'
icon_state = "mapbutton"
plane = PLANE_HOLOMAP_FRAME
mouse_opacity = 1
/obj/screen/mapper/mapbutton/Click()
if(!usr.checkClickCooldown())
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if(istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
parent.mapClick()
flick("mapClick",src)
usr << get_sfx("button")
return 1
// Markers are 16x16, people have apparently settled on centering them on the 8,8 pixel
/obj/screen/mapper/marker
icon = 'icons/holomap_markers.dmi'
plane = PLANE_HOLOMAP_ICONS
var/offset_x = -8
var/offset_y = -8
// Holds markers in its vis_contents. It uses an alpha filter to crop them to the HUD screen size
/obj/screen/mapper/extras_holder
icon = null
icon_state = null
plane = PLANE_HOLOMAP_ICONS
appearance_flags = KEEP_TOGETHER