Silicon Chamo properly hides huds (#22312)

* hide hud

* more documentation

* Update code/modules/mob/mob_vars.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/mob/mob_vars.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

---------

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
This commit is contained in:
GDN
2023-11-01 20:10:15 +00:00
committed by GitHub
co-authored by Ryan
parent 357c62b6d7
commit e7b396eddf
11 changed files with 59 additions and 46 deletions
+40 -5
View File
@@ -42,7 +42,6 @@
var/obj/machinery/machine = null
var/currently_grab_pulled = null /// only set while the move is ongoing, to prevent shuffling between pullees
var/memory = ""
var/next_move = null
var/notransform = FALSE //Carbon
/// True for left hand active, otherwise for right hand active
var/hand = null
@@ -216,8 +215,44 @@
var/runechat_msg_location
/// The datum receiving keyboard input. parent mob by default.
var/datum/input_focus = null
/// lazy list. contains /obj/screen/alert only. On /mob so clientless mobs will throw alerts properly
var/list/alerts
/// Is our mob currently suiciding? Used for suicide code along with many different revival checks
var/suiciding = FALSE
/// Used for some screen objects, such as
var/list/screens = list()
/// lazy list. contains /obj/screen/alert only, On /mob so clientless mobs will throw alerts properly
var/list/alerts
/// Makes items bloody if you touch them
var/bloody_hands = 0
/// Basically a lazy list, copies the DNA of blood you step in
var/list/feet_blood_DNA
/// affects the blood color of your feet, color taken from the blood you step in
var/feet_blood_color
/// Weirdly named, effects how blood transfers onto objects
var/blood_state = BLOOD_STATE_NOT_BLOODY
/// Assoc list for tracking how "bloody" a mobs feet are, used for creating bloody foot/shoeprints on turfs when moving
var/list/bloody_feet = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0, BLOOD_BASE_ALPHA = BLOODY_FOOTPRINT_BASE_ALPHA)
/// set when typing in an input window instead of chatline, this var could probably be removed soon enough
var/hud_typing = 0
/// Affects if you have a typing indicator
var/typing
/// Last thing we typed in to the typing indicator, probably does not need to exist
var/last_typed
/// Last time we typed something in to the typing popup
var/last_typed_time
// Ran after next_click on most item interactions, used in any case where we aren't required to use next click Eg: Action buttons
var/next_move
/// Unused, used to adjust our next move on a linar skill world.time + (how_many_deciseconds + Next move adjust) = Next move
var/next_move_adjust = 0
/// Value to multiply action delays by, actually used world.time + (how_many_deciseconds * Next move Adjust) = Next move
var/next_move_modifier = 1
// 1 decisecond click delay (above and beyond mob/next_move)
/// This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move(), Controls the click delay. Changed with
var/next_click = 0
// Does not effect the build in tick delay of click, can't go below 1 click per tick
/// Unused
var/next_click_adjust = 0
/// Unused
var/next_click_modifier = 1
/// Tracks the open UIs that a mob has, used in TGUI for various things, such as updating UIs
var/list/open_uis = list()