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Refactors screen objects to /atom/movable (#24068)
* introduce helper + remove unused proc * we love compatibility * Update code/_onclick/hud/action_button.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/action_button.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/alert.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/blob_overmind.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/blob_overmind.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/blob_overmind.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/martial_arts/martial.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mining/lavaland/loot/tendril_loot.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/species/shadow.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/species/shadow.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mob/living/living_update_status.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/screen_objects.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/screen_objects.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/screen_objects.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/objects/items/weapons/storage/internal.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/machinery/computer/camera_advanced.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/machinery/computer/camera_advanced.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/objects/items/weapons/storage/internal.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/mecha/mecha.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * deconflict --------- Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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@@ -90,7 +90,7 @@
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M.setDir(dir)
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buckled_mobs |= M
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ADD_TRAIT(M, TRAIT_IMMOBILIZED, BUCKLING_TRAIT)
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M.throw_alert("buckled", /obj/screen/alert/restrained/buckled)
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M.throw_alert("buckled", /atom/movable/screen/alert/restrained/buckled)
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post_buckle_mob(M)
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SEND_SIGNAL(src, COMSIG_MOVABLE_BUCKLE, M, force)
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return TRUE
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@@ -372,7 +372,7 @@
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/datum/hud/sword/New(mob/user)
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..()
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mymob.healths = new /obj/screen/healths()
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mymob.healths = new /atom/movable/screen/healths()
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infodisplay += mymob.healths
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/mob/living/simple_animal/shade/sword/ClickOn(atom/A, params)
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@@ -61,7 +61,7 @@
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/obj/item/storage/belt/MouseDrop(obj/over_object, src_location, over_location)
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var/mob/M = usr
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if(!istype(over_object, /obj/screen))
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if(!is_screen_atom(over_object))
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return ..()
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playsound(loc, "rustle", 50, TRUE, -5)
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if(!M.restrained() && !M.stat && can_use())
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@@ -37,10 +37,10 @@
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if(over_object == user && Adjacent(user)) // this must come before the screen objects only block
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open(user)
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return 0
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return FALSE
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if(!istype(over_object, /obj/screen))
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return 1
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if(!is_screen_atom(over_object))
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return TRUE
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//makes sure master_item is equipped before putting it in hand, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this...
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@@ -26,8 +26,8 @@
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var/max_combined_w_class = 14
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/// The number of storage slots in this container.
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var/storage_slots = 7
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var/obj/screen/storage/boxes = null
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var/obj/screen/close/closer = null
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var/atom/movable/screen/storage/boxes = null
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var/atom/movable/screen/close/closer = null
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/// Set this to make it possible to use this item in an inverse way, so you can have the item in your hand and click items on the floor to pick them up.
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var/use_to_pickup = FALSE
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@@ -59,14 +59,14 @@
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populate_contents()
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boxes = new /obj/screen/storage()
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boxes = new /atom/movable/screen/storage()
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boxes.name = "storage"
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boxes.master = src
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boxes.icon_state = "block"
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boxes.screen_loc = "7,7 to 10,8"
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boxes.layer = HUD_LAYER
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boxes.plane = HUD_PLANE
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closer = new /obj/screen/close()
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closer = new /atom/movable/screen/close()
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closer.master = src
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closer.icon_state = "backpack_close"
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closer.layer = ABOVE_HUD_LAYER
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@@ -136,7 +136,7 @@
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update_icon() // For content-sensitive icons
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return
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if(!(istype(over_object, /obj/screen)))
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if(!is_screen_atom(over_object))
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return ..()
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if(!(loc == M) || (loc && loc.loc == M))
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return
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@@ -233,7 +233,7 @@
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/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user)
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..()
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if(istype(O, /obj/screen)) //fix for HUD elements making their way into the world -Pete
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if(is_screen_atom(O)) //fix for HUD elements making their way into the world -Pete
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return
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if(O.loc == user)
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return
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@@ -371,7 +371,7 @@
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/obj/structure/closet/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 1)
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/obj/structure/closet/ex_act(severity)
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for(var/atom/A in contents)
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@@ -241,7 +241,7 @@
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/obj/structure/morgue/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
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/*
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* Morgue tray
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@@ -534,7 +534,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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/obj/structure/crematorium/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
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/*
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* Crematorium tray
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@@ -359,13 +359,13 @@ GLOBAL_LIST_EMPTY(safes)
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drill.song.start_playing(driller)
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notify_ghosts("Security assault in progress in [get_area(src)]!", enter_link="<a href=?src=[UID()];follow=1>(Click to jump to!)</a>", source = src, action = NOTIFY_FOLLOW)
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for(var/mob/dead/observer/O in GLOB.player_list)
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O.overlay_fullscreen("payback", /obj/screen/fullscreen/payback, 0)
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O.overlay_fullscreen("payback", /atom/movable/screen/fullscreen/payback, 0)
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addtimer(CALLBACK(src, PROC_REF(ghost_payback_phase_2)), 2.7 SECONDS)
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/obj/structure/safe/proc/ghost_payback_phase_2()
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for(var/mob/dead/observer/O in GLOB.player_list)
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O.clear_fullscreen("payback")
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O.overlay_fullscreen("payback", /obj/screen/fullscreen/payback, 1)
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O.overlay_fullscreen("payback", /atom/movable/screen/fullscreen/payback, 1)
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addtimer(CALLBACK(src, PROC_REF(clear_payback)), 2 MINUTES)
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/obj/structure/safe/proc/clear_payback()
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@@ -75,7 +75,7 @@
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if(istype(hugger_mask) && !hugger_mask.sterile && (locate(/obj/item/organ/internal/body_egg/alien_embryo) in buckled_mob.internal_organs))
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if(user && !isalien(user))
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return
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buckled_mob.throw_alert("ghost_nest", /obj/screen/alert/ghost)
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buckled_mob.throw_alert("ghost_nest", /atom/movable/screen/alert/ghost)
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to_chat(buckled_mob, "<span class='ghostalert'>You may now ghost, you keep respawnability in this state. You will be alerted when you're removed from the nest.</span>")
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/obj/structure/bed/nest/post_buckle_mob(mob/living/M)
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