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CHOMPStation2/code/_onclick/hud/monkey.dm

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/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 == I_HURT ? I_HURT : 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.radio_use_icon = new /obj/screen/gun/radio(null)
if (mymob.client.target_can_radio)
mymob.radio_use_icon.set_dir(1)
src.adding += mymob.radio_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