mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-28 22:47:59 +01:00
The new 'sleek' user interface is going live.
Screenshots: Humans: http://www.kamletos.si/ss13%20hud%2018%20human%20standard.png http://www.kamletos.si/ss13%20hud%2018%20human%20full.png Borgs: http://www.kamletos.si/ss13%20hud%2018%20borg.png Aliens: http://www.kamletos.si/ss13%20hud%2018%20larva.png http://www.kamletos.si/ss13%20hud%2018%20alien.png Monkeys: http://www.kamletos.si/ss13%20hud%2018%20monkey.png git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3630 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
+25
-24
@@ -704,35 +704,36 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
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// ------- SHIFT-CLICK -------
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var/parameters = params2list(params)
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if(params)
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var/parameters = params2list(params)
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if(parameters["shift"]){
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if(!isAI(usr))
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ShiftClick(usr)
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else
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AIShiftClick(usr)
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return
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}
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if(parameters["shift"]){
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if(!isAI(usr))
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ShiftClick(usr)
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else
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AIShiftClick(usr)
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return
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}
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// ------- ALT-CLICK -------
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// ------- ALT-CLICK -------
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if(parameters["alt"]){
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if(!isAI(usr))
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AltClick(usr)
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else
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AIAltClick(usr)
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return
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}
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if(parameters["alt"]){
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if(!isAI(usr))
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AltClick(usr)
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else
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AIAltClick(usr)
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return
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}
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// ------- CTRL-CLICK -------
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// ------- CTRL-CLICK -------
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if(parameters["ctrl"]){
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if(!isAI(usr))
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CtrlClick(usr)
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else
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AICtrlClick(usr)
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return
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}
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if(parameters["ctrl"]){
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if(!isAI(usr))
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CtrlClick(usr)
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else
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AICtrlClick(usr)
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return
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}
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// ------- MIDDLE-CLICK -------
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+97
-36
@@ -1,47 +1,100 @@
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#define ui_dropbutton "SOUTH-1,7"
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#define ui_swapbutton "SOUTH-1,7"
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#define ui_iclothing "SOUTH-1,2"
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#define ui_oclothing "SOUTH,2"
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//Lower left, persistant menu
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#define ui_inventory "1:6,1:5"
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//Inventory close areas. When you pass your mouse over these areas they close the inventory.
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#define ui_invclosearea1 "1,1 to 1:6,5"
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#define ui_invclosearea2 "1,1 to 4,1:16"
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#define ui_invclosearea3 "4:16,1 to 5:16,5"
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#define ui_invclosearea4 "1,5:16 to 4,5:16"
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//Lower center, persistant menu
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#define ui_id "4:12,1:5"
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#define ui_belt "5:14,1:5"
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#define ui_back "6:14,1:5"
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#define ui_rhand "7:16,1:5"
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#define ui_lhand "8:16,1:5"
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#define ui_swaphand1 "7:16,2:5"
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#define ui_swaphand2 "8:16,2:5"
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#define ui_storage1 "9:18,1:5"
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#define ui_storage2 "10:20,1:5"
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#define ui_alien_head "4:12,1:5" //aliens
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#define ui_alien_oclothing "5:14,1:5" //aliens
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#define ui_inv1 "6:16,1:5" //borgs
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#define ui_inv2 "7:16,1:5" //borgs
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#define ui_inv3 "8:16,1:5" //borgs
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#define ui_borg_store "9:14,1:5" //borgs
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#define ui_monkey_mask "5:14,1:5" //monkey
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#define ui_monkey_back "6:14,1:5" //monkey
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//Lower right, persistant menu
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#define ui_dropbutton "12:24,2:7"
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#define ui_throw "13:26,2:7"
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#define ui_pull "14:28,2:7"
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#define ui_acti "12:24,1:5"
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#define ui_movi "13:26,1:5"
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#define ui_zonesel "14:28,1:5"
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//Middle right (damage indicators)
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#define ui_pressure "14:28,6:13"
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#define ui_oxygen "14:28,7:15"
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#define ui_fire "14:28,8:17"
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#define ui_toxin "14:28,9:19"
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#define ui_borg_health "14:28,6:13" //borgs have the health display where humans have the pressure damage indicator.
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#define ui_alien_health "14:28,6:13" //aliens have the health display where humans have the pressure damage indicator.
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//Upper right (status indicators)
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#define ui_nutrition "11:22,15:-5"
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#define ui_internal "12:24,15:-5"
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#define ui_health "13:26,15:-5"
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#define ui_temp "14:28,15:-5"
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//Pop-up inventory
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#define ui_shoes "1:6,2:7"
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#define ui_iclothing "2:8,2:7"
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#define ui_gloves "3:10,2:7"
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#define ui_sstore1 "1:6,3:9"
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#define ui_oclothing "2:8,3:9"
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#define ui_glasses "3:10,3:9"
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#define ui_mask "1:6,4:11"
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#define ui_head "2:8,4:11"
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#define ui_ears "3:10,4:11"
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//Intent small buttons
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#define ui_help_small "12:8,1:1"
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#define ui_disarm_small "12:15,1:18"
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#define ui_grab_small "12:32,1:18"
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#define ui_harm_small "12:39,1:1"
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//#define ui_swapbutton "6:-16,1:5" //Unused
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//#define ui_headset "SOUTH,8"
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#define ui_rhand "SOUTH,1"
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#define ui_lhand "SOUTH,3"
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#define ui_id "SOUTH-1,1"
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#define ui_mask "SOUTH+1,1"
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#define ui_back "SOUTH+1,3"
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#define ui_storage1 "SOUTH-1,4"
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#define ui_storage2 "SOUTH-1,5"
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#define ui_sstore1 "SOUTH+1,4"
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#define ui_hstore1 "SOUTH+1,5"
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#define ui_hand "6:14,1:5"
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#define ui_hstore1 "5,5"
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#define ui_resist "EAST+1,SOUTH-1"
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#define ui_gloves "SOUTH,5"
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#define ui_glasses "SOUTH,7"
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#define ui_ears "SOUTH,6"
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#define ui_head "SOUTH+1,2"
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#define ui_shoes "SOUTH,4"
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#define ui_belt "SOUTH-1,3"
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#define ui_throw "SOUTH-1,8"
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#define ui_oxygen "EAST+1, NORTH-4"
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#define ui_pressure "EAST+1, NORTH-5"
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#define ui_toxin "EAST+1, NORTH-6"
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#define ui_internal "EAST+1, NORTH-2"
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#define ui_fire "EAST+1, NORTH-8"
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#define ui_temp "EAST+1, NORTH-10"
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#define ui_health "EAST+1, NORTH-11"
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#define ui_nutrition "EAST+1, NORTH-12"
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#define ui_pull "SOUTH-1,10"
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#define ui_hand "SOUTH-1,6"
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#define ui_sleep "EAST+1, NORTH-13"
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#define ui_rest "EAST+1, NORTH-14"
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#define ui_acti "SOUTH-1,12"
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#define ui_movi "SOUTH-1,14"
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#define ui_iarrowleft "SOUTH-1,11"
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#define ui_iarrowright "SOUTH-1,13"
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#define ui_inv1 "SOUTH-1,1"
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#define ui_inv2 "SOUTH-1,2"
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#define ui_inv3 "SOUTH-1,3"
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@@ -60,13 +113,21 @@ obj/hud/New(var/type = 0)
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if(mymob:ears) mymob:ears:screen_loc = ui_ears
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if(mymob:s_store) mymob:s_store:screen_loc = ui_sstore1
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if(mymob:glasses) mymob:glasses:screen_loc = ui_glasses
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if(mymob:w_uniform) mymob:w_uniform:screen_loc = ui_iclothing
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if(mymob:wear_suit) mymob:wear_suit:screen_loc = ui_oclothing
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if(mymob:wear_mask) mymob:wear_mask:screen_loc = ui_mask
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if(mymob:head) mymob:head:screen_loc = ui_head
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else
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if(istype(mymob, /mob/living/carbon/human))
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if(ishuman(mymob))
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if(mymob:shoes) mymob:shoes:screen_loc = null
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if(mymob:gloves) mymob:gloves:screen_loc = null
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if(mymob:ears) mymob:ears:screen_loc = null
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if(mymob:s_store) mymob:s_store:screen_loc = null
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if(mymob:glasses) mymob:glasses:screen_loc = null
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if(mymob:w_uniform) mymob:w_uniform:screen_loc = null
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if(mymob:wear_suit) mymob:wear_suit:screen_loc = null
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if(mymob:wear_mask) mymob:wear_mask:screen_loc = null
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if(mymob:head) mymob:head:screen_loc = null
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/obj/hud/var/show_otherinventory = 1
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@@ -79,18 +79,25 @@
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src.closer.screen_loc = text("[],[]", mx, my)
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return
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/obj/item/weapon/secstorage/proc/orient2hud(mob/user as mob)
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//This proc draws out the inventory and places the items on it. It uses the standard position.
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/obj/item/weapon/secstorage/proc/standard_orient_objs()
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var/rows = 0
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var/cols = 6
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var/cx = 4
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var/cy = 2+rows
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src.boxes.screen_loc = text("4:16,2:16 to [4+cols]:16,[2+rows]:16")
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for(var/obj/O in src.contents)
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O.screen_loc = text("[cx]:16,[cy]:16")
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O.layer = 20
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cx++
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if (cx > (4+cols))
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cx = 4
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cy--
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src.closer.screen_loc = text("11:16,2:16")
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return
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if (src == user.l_hand)
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src.orient_objs(3, 11, 3, 4)
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else
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if (src == user.r_hand)
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src.orient_objs(1, 11, 1, 4)
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else
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if (src == user.back)
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src.orient_objs(4, 10, 4, 3)
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else
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src.orient_objs(7, 8, 10, 7)
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/obj/item/weapon/secstorage/proc/orient2hud(mob/user as mob)
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standard_orient_objs()
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return
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/obj/item/weapon/secstorage/attackby(obj/item/weapon/W as obj, mob/user as mob)
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@@ -154,7 +161,7 @@
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/obj/item/weapon/secstorage/dropped(mob/user as mob)
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src.orient_objs(7, 8, 10, 7)
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standard_orient_objs()
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return
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/obj/item/weapon/secstorage/MouseDrop(over_object, src_location, over_location)
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@@ -252,6 +259,6 @@
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src.closer.icon_state = "x"
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src.closer.layer = 20
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spawn( 5 )
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src.orient_objs(7, 8, 10, 7)
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standard_orient_objs()
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return
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return
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@@ -62,11 +62,11 @@
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return
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//This proc draws out the inventory and places the items on it. tx and ty are the upper left tile and mx, my are the bottm right.
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//The numbers are calculated from the bottom-left (Right hand slot on the map) being 1,1.
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//The numbers are calculated from the bottom-left The bottom-left slot being 1,1.
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/obj/item/weapon/storage/proc/orient_objs(tx, ty, mx, my)
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var/cx = tx
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var/cy = ty
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src.boxes.screen_loc = text("[tx],[ty] to [mx],[my]")
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src.boxes.screen_loc = text("[tx]:,[ty] to [mx],[my]")
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for(var/obj/O in src.contents)
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O.screen_loc = text("[cx],[cy]")
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O.layer = 20
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@@ -77,23 +77,29 @@
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src.closer.screen_loc = text("[mx+1],[my]")
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return
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//This proc draws out the inventory and places the items on it. It uses the standard position.
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/obj/item/weapon/storage/proc/standard_orient_objs(var/rows,var/cols)
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var/cx = 4
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var/cy = 2+rows
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src.boxes.screen_loc = text("4:16,2:16 to [4+cols]:16,[2+rows]:16")
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for(var/obj/O in src.contents)
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O.screen_loc = text("[cx]:16,[cy]:16")
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O.layer = 20
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cx++
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if (cx > (4+cols))
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cx = 4
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cy--
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src.closer.screen_loc = text("[4+cols+1]:16,2:16")
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return
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//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
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/obj/item/weapon/storage/proc/orient2hud(mob/user as mob)
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var/mob/living/carbon/human/H = user
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var/col_num = 0
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var/row_count = min(7,storage_slots) -1 //For belts, the meanings of the two variables are inverted, so we don't have to declare new ones
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//var/mob/living/carbon/human/H = user
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var/row_num = 0
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var/col_count = min(7,storage_slots) -1
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if (contents.len > 7)
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col_num = round((contents.len-1) / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
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if (src == user.l_hand)
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src.orient_objs(3-col_num, 3+row_count, 3, 3)
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else if(src == user.r_hand)
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src.orient_objs(1, 3+row_count, 1+col_num, 3)
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else if(src == user.back)
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src.orient_objs(4-col_num, 3+row_count, 4, 3)
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else if(istype(user, /mob/living/carbon/human) && src == H.belt)//only humans have belts
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src.orient_objs(1, 3+col_num, 1+row_count, 3)
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else
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src.orient_objs(5, 10+col_num, 5 + row_count, 10)
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row_num = round((contents.len-1) / 7) // 7 is the maximum allowed width.
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src.standard_orient_objs(row_num,col_count)
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return
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//This proc is called when you want to place an item into the storage item.
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@@ -183,11 +189,6 @@
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return
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/obj/item/weapon/storage/dropped(mob/user as mob)
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var/col_num = 0
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var/row_count = min(7,storage_slots) -1
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if (contents.len > 7)
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col_num = round((contents.len-1) / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
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src.orient_objs(5, 10+col_num, 5 + row_count, 10)
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return
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/obj/item/weapon/storage/MouseDrop(over_object, src_location, over_location)
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@@ -241,11 +242,7 @@
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src.closer.master = src
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src.closer.icon_state = "x"
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src.closer.layer = 20
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spawn( 5 )
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var/row_count = min(7,storage_slots) -1
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var/col_num = round((storage_slots - 1) / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items. -Yvarov
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src.orient_objs(5, 10+col_num, 5 + row_count, 10)
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return
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orient2hud()
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return
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/obj/item/weapon/storage/emp_act(severity)
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Reference in New Issue
Block a user