mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 03:25:49 +01:00
obj/hud is now datum/hud. There was no need for it to be an object.
Moved some of the static overlays such as the dither effects, druggy effect and blurry-eyes into datum/global_hud. Meaning that only one object is instanced per server rather than per mob. It reduces on code. Commented out a green and red overlay which aren't used, which were being instanced for every mob. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4767 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
+117
-25
@@ -1,4 +1,3 @@
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//Upper left action buttons, displayed when you pick up an item that has this enabled.
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#define ui_action_slot1 "1:6,14:26"
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#define ui_action_slot2 "2:8,14:26"
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@@ -55,18 +54,15 @@
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#define ui_alien_fire "14:28,12:25"
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#define ui_alien_oxygen "14:28,11:25"
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//Middle right (status indicators)
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#define ui_nutrition "14:28,5:11"
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#define ui_temp "14:28,6:13"
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#define ui_health "14:28,7:15"
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#define ui_internal "14:28,8:17"
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//borgs
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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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//Pop-up inventory
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#define ui_shoes "2:8,1:5"
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@@ -80,20 +76,14 @@
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#define ui_head "2:8,4:11"
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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_hand "6:14,1:5"
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#define ui_hstore1 "5,5"
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@@ -105,16 +95,126 @@
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#define ui_iarrowleft "SOUTH-1,11"
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#define ui_iarrowright "SOUTH-1,13"
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var/datum/global_hud/global_hud = new()
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/datum/global_hud
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var/h_type = /obj/screen
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var/obj/screen/druggy
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var/obj/screen/blurry
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// var/obj/screen/alien_view
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// var/obj/screen/g_dither
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var/list/vimpaired
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var/list/darkMask
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New()
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//420erryday psychedellic colours screen overlay for when you are high
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druggy = new h_type()
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druggy.screen_loc = "WEST,SOUTH to EAST,NORTH"
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druggy.icon_state = "druggy"
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druggy.layer = 17
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druggy.mouse_opacity = 0
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//that white blurry effect you get when you eyes are damaged
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blurry = new h_type()
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blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
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blurry.icon_state = "blurry"
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blurry.layer = 17
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blurry.mouse_opacity = 0
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var/obj/screen/O
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var/i
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//that nasty looking dither you get when you're short-sighted
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vimpaired = newlist(h_type,h_type,h_type,h_type)
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O = vimpaired[1]
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O.screen_loc = "1,1 to 5,15"
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O = vimpaired[2]
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O.screen_loc = "5,1 to 10,5"
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O = vimpaired[3]
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O.screen_loc = "6,11 to 10,15"
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O = vimpaired[4]
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O.screen_loc = "11,1 to 15,15"
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//welding mask overlay black/dither
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darkMask = newlist(h_type,h_type,h_type,h_type,h_type,h_type,h_type,h_type)
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O = darkMask[1]
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O.screen_loc = "3,3 to 5,13"
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O = darkMask[2]
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O.screen_loc = "5,3 to 10,5"
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O = darkMask[3]
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O.screen_loc = "6,11 to 10,13"
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O = darkMask[4]
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O.screen_loc = "11,3 to 13,13"
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O = darkMask[5]
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O.screen_loc = "1,1 to 15,2"
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O = darkMask[6]
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O.screen_loc = "1,3 to 2,15"
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O = darkMask[7]
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O.screen_loc = "14,3 to 15,15"
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O = darkMask[8]
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O.screen_loc = "3,14 to 13,15"
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for(i=1,i<=4,i++)
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O = vimpaired[i]
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O.icon_state = "dither50"
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O.layer = 17
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O.mouse_opacity = 0
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O = darkMask[i]
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O.icon_state = "dither50"
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O.layer = 17
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O.mouse_opacity = 0
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for(i=5,i<=8,i++)
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O = darkMask[i]
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O.icon_state = "black"
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O.layer = 17
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O.mouse_opacity = 0
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/*
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//not used
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alien_view = new h_type()
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alien_view.screen_loc = "WEST,SOUTH to EAST,NORTH"
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alien_view.icon_state = "alien"
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alien_view.layer = 18
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alien_view.mouse_opacity = 0
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g_dither = new h_type()
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g_dither.screen_loc = "WEST,SOUTH to EAST,NORTH"
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g_dither.icon_state = "dither12g"
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g_dither.layer = 18
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g_dither.mouse_opacity = 0
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*/
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obj/hud/New(var/type = 0)
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instantiate(type)
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/datum/hud
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var/mob/mymob
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var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!
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var/hud_shown = 1 //Used for the HUD toggle (F12)
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var/inventory_shown = 1 //the inventory
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var/show_intent_icons = 0
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var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
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var/obj/screen/r_hand_hud_object
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var/obj/screen/l_hand_hud_object
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var/obj/screen/action_intent
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var/obj/screen/move_intent
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var/list/adding
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var/list/other
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var/list/obj/screen/hotkeybuttons
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var/list/obj/screen/item_action/item_action_list //Used for the item action ui buttons.
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datum/hud/New(mob/owner)
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mymob = owner
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instantiate()
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..()
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return
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/obj/hud/proc/hidden_inventory_update()
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/datum/hud/proc/hidden_inventory_update()
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if(!mymob) return
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if(inventory_shown && hud_shown)
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if(ishuman(mymob))
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@@ -137,7 +237,7 @@ obj/hud/New(var/type = 0)
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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/proc/persistant_inventory_update()
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/datum/hud/proc/persistant_inventory_update()
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if(!mymob) return
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if(hud_shown)
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if(ishuman(mymob))
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@@ -157,16 +257,8 @@ obj/hud/New(var/type = 0)
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if(mymob:r_store) mymob:r_store:screen_loc = null
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/obj/hud
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var/obj/screen/action_intent
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var/obj/screen/move_intent
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var/hud_shown = 1 //Used for the HUD toggle (F12)
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var/inventory_shown = 1 //the inventory
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/obj/hud/proc/instantiate(var/type = 0)
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mymob = loc
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if(!istype(mymob, /mob)) return 0
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/datum/hud/proc/instantiate()
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if(!ismob(mymob)) return 0
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if(ishuman(mymob))
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human_hud(mymob.UI) // Pass the player the UI style chosen in preferences
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@@ -204,4 +296,4 @@ obj/hud/New(var/type = 0)
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else if(isobserver(mymob))
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ghost_hud()
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return
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return
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@@ -1,21 +0,0 @@
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/obj/hud
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name = "hud"
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unacidable = 1
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var/mob/mymob = null
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var/list/adding = null
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var/list/other = null
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var/obj/screen/druggy = null
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var/vimpaired = null
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var/obj/screen/alien_view = null
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var/obj/screen/g_dither = null
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var/obj/screen/blurry = null
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var/list/darkMask = null
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var/obj/screen/r_hand_hud_object = null
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var/obj/screen/l_hand_hud_object = null
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var/show_intent_icons = 0
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var/list/obj/screen/hotkeybuttons = null
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var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
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var/list/obj/screen/item_action/item_action_list = null //Used for the item action ui buttons.
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var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!
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@@ -201,7 +201,7 @@
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return
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/obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
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if(istype(O, /obj/screen) || istype(O, /obj/hud)) //fix for HUD elements making their way into the world -Pete
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if(istype(O, /obj/screen)) //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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