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