-tg- OOP Hud Refactor

- Added 4 new HUD styles
 - Humans recreate their hud if they change their UI pref mid-game
 - Refactored how objects are added to the client screen
 - HUD's are now handled by subtype and mob/proc/create_mob_hud()
 - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
 - Mobs only create/destroy their HUD when necessary, not every Login()
 - Destroyed aim-mode, it didn't work and I couldn't make it work.
 - Renamed all of the screen1_x.dmi files to screen_x.dmi
 - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
This commit is contained in:
Tigercat2000
2016-04-21 20:28:08 -07:00
parent 413bbb24c6
commit 0f70e6810b
78 changed files with 1297 additions and 1761 deletions
@@ -1,7 +1,7 @@
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'icons/mob/screen1.dmi'
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
name = "Input area"
density = 0
@@ -10,7 +10,7 @@
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'icons/mob/screen1.dmi'
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
name = "Output area"
density = 0