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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 11:05:03 +01:00
Partial commit for the cyborg UI upgrade, which gets rid of the pop-up window for module selection, instead displaying the available modules in storage-item like fashion.
Conflicts: code/_onclick/hud/_defines.dm code/_onclick/hud/robot.dm code/game/objects/items.dm code/modules/mob/living/silicon/robot/inventory.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob_defines.dm
This commit is contained in:
@@ -47,7 +47,9 @@
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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 "9:16,1:5" //borgs
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#define ui_borg_module "CENTER+1:16,SOUTH:5"
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#define ui_borg_store "CENTER+2:16,SOUTH: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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@@ -61,9 +63,8 @@
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#define ui_zonesel "14:28,1:5"
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#define ui_acti_alt "14:28,1:5" //alternative intent switcher for when the interface is hidden (F12)
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#define ui_borg_pull "12:24,2:7"
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#define ui_borg_module "13:26,2:7"
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#define ui_borg_panel "14:28,2:7"
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#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
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#define ui_borg_panel "EAST-1:28,SOUTH+1:7"
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//Gun buttons
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#define ui_gun1 "13:26,3:7"
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@@ -164,7 +164,69 @@
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mymob.client.screen = null
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mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.rest, mymob.sleep, mymob.mach )
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mymob.client.screen += list(mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.rest, mymob.sleep, mymob.mach )
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mymob.client.screen += src.adding + src.other
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return
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/datum/hud/proc/toggle_show_robot_modules()
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if(!isrobot(mymob)) return
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var/mob/living/silicon/robot/r = mymob
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r.shown_robot_modules = !r.shown_robot_modules
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update_robot_modules_display()
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/datum/hud/proc/update_robot_modules_display()
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if(!isrobot(mymob)) return
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var/mob/living/silicon/robot/r = mymob
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if(r.shown_robot_modules)
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//Modules display is shown
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r.client.screen += r.throw_icon //"store" icon
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if(!r.module)
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usr << "\red No module selected"
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return
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if(!r.module.modules)
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usr << "\red Selected module has no modules to select"
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return
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if(!r.robot_modules_background)
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return
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var/display_rows = round((r.module.modules.len) / 8) +1 //+1 because round() returns floor of number
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r.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
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r.client.screen += r.robot_modules_background
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var/x = -4 //Start at CENTER-4,SOUTH+1
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var/y = 1
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for(var/atom/movable/A in r.module.modules)
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if( (A != r.module_state_1) && (A != r.module_state_2) && (A != r.module_state_3) )
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//Module is not currently active
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r.client.screen += A
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if(x < 0)
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A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
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else
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A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
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A.layer = 20
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x++
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if(x == 4)
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x = -4
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y++
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else
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//Modules display is hidden
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r.client.screen -= r.throw_icon //"store" icon
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for(var/atom/A in r.module.modules)
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if( (A != r.module_state_1) && (A != r.module_state_2) && (A != r.module_state_3) )
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//Module is not currently active
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r.client.screen -= A
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r.shown_robot_modules = 0
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r.client.screen -= r.robot_modules_background
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@@ -331,10 +331,12 @@
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usr.drop_item_v()
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if("module")
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if(issilicon(usr))
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if(usr:module)
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if(isrobot(usr))
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var/mob/living/silicon/robot/R = usr
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if(R.module)
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R.hud_used.toggle_show_robot_modules()
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return 1
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usr:pick_module()
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R.pick_module()
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if("radio")
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if(issilicon(usr))
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@@ -344,8 +346,10 @@
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usr:installed_modules()
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if("store")
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if(issilicon(usr))
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usr:uneq_active()
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if(isrobot(usr))
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var/mob/living/silicon/robot/R = usr
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R.uneq_active()
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R.hud_used.update_robot_modules_display()
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if("module1")
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if(istype(usr, /mob/living/silicon/robot))
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@@ -155,7 +155,7 @@
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else
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//world << "[D.name] not close enough | [get_dist(D, target)] | [dist]"
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if(tobeopened)
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switch(alert(G, "Do you want to open \the [tobeopened] for [target]?","Doorknob_v2a.exe","Yes","No"))
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switch(alert(src, "Do you want to open \the [tobeopened] for [target]?","Doorknob_v2a.exe","Yes","No"))
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if("Yes")
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var/nhref = "src=\ref[tobeopened];aiEnable=7"
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tobeopened.Topic(nhref, params2list(nhref), tobeopened, 1)
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@@ -119,6 +119,7 @@
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return
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if (istype(src.loc, /obj/item/weapon/storage))
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//If the item is in a storage item, take it out
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var/obj/item/weapon/storage/S = src.loc
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S.remove_from_storage(src)
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@@ -171,6 +172,25 @@
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user.put_in_active_hand(src)
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return
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/obj/item/attack_alien(mob/user as mob)
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation || w_class >= 4)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.drop_from_inventory(src)
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user << "Your claws aren't capable of such fine manipulation."
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return
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attack_paw(A)
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/obj/item/attack_ai(mob/user as mob)
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if (istype(src.loc, /obj/item/weapon/robot_module))
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//If the item is part of a cyborg module, equip it
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if(!isrobot(user)) return
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var/mob/living/silicon/robot/R = user
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R.activate_module(src)
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R.hud_used.update_robot_modules_display()
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// Due to storage type consolidation this should get used more now.
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// I have cleaned it up a little, but it could probably use more. -Sayu
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/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
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@@ -619,4 +639,4 @@
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//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
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for(var/obj/item/A in world)
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if(A.type == type && !A.blood_overlay)
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A.blood_overlay = I
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A.blood_overlay = I
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@@ -15,6 +15,26 @@
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if (client)
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client.screen -= module_state_1
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contents -= module_state_1
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/mob/living/silicon/robot/proc/uneq_module(obj/item/O)
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if(!O)
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return 0
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if(istype(O,/obj/item/borg/sight))
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var/obj/item/borg/sight/S = O
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sight_mode &= ~S.sight_mode
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else if(istype(O, /obj/item/device/flashlight))
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var/obj/item/device/flashlight/F = O
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if(F.on)
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F.on = 0
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F.update_brightness(src)
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if(client)
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client.screen -= O
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contents -= O
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if(module)
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O.loc = module //Return item to module so it appears in its contents, so it can be taken out again.
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if(module_active == O)
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module_active = null
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module_state_1 = null
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inv1.icon_state = "inv1"
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@@ -37,6 +57,35 @@
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module_state_3 = null
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inv3.icon_state = "inv3"
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updateicon()
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return 1
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/mob/living/silicon/robot/proc/activate_module(var/obj/item/O)
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if(!(locate(O) in src.module.modules) && O != src.module.emag)
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return
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if(activated(O))
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src << "Already activated"
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return
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if(!module_state_1)
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module_state_1 = O
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O.layer = 20
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contents += O
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if(istype(module_state_1,/obj/item/borg/sight))
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sight_mode |= module_state_1:sight_mode
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else if(!module_state_2)
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module_state_2 = O
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O.layer = 20
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contents += O
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if(istype(module_state_2,/obj/item/borg/sight))
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sight_mode |= module_state_2:sight_mode
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else if(!module_state_3)
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module_state_3 = O
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O.layer = 20
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contents += O
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if(istype(module_state_3,/obj/item/borg/sight))
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sight_mode |= module_state_3:sight_mode
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else
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src << "You need to disable a module first!"
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/mob/living/silicon/robot/proc/uneq_all()
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module_active = null
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@@ -18,6 +18,9 @@
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var/obj/screen/inv2 = null
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var/obj/screen/inv3 = null
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var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not
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var/obj/screen/robot_modules_background
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//3 Modules can be activated at any one time.
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var/obj/item/weapon/robot_module/module = null
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var/module_active = null
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@@ -71,6 +74,13 @@
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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// wires = new(src)
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robot_modules_background = new()
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robot_modules_background.icon_state = "block"
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robot_modules_background.layer = 19 //Objects that appear on screen are on layer 20, UI should be just below it.
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ident = rand(1, 999)
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updatename("Default")
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updateicon()
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@@ -1111,31 +1121,7 @@
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if (href_list["act"])
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var/obj/item/O = locate(href_list["act"])
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if(!(locate(O) in src.module.modules) && O != src.module.emag)
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return
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if(activated(O))
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src << "Already activated"
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return
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if(!module_state_1)
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module_state_1 = O
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O.layer = 20
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contents += O
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if(istype(module_state_1,/obj/item/borg/sight))
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sight_mode |= module_state_1:sight_mode
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else if(!module_state_2)
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module_state_2 = O
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O.layer = 20
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contents += O
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if(istype(module_state_2,/obj/item/borg/sight))
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sight_mode |= module_state_2:sight_mode
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else if(!module_state_3)
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module_state_3 = O
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O.layer = 20
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contents += O
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if(istype(module_state_3,/obj/item/borg/sight))
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sight_mode |= module_state_3:sight_mode
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else
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src << "You need to disable a module first!"
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activate_module(O)
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installed_modules()
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if (href_list["deact"])
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@@ -1286,4 +1272,4 @@
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triesleft = 0
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return
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else
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src << "Your icon has been set. You now require a module reset to change it."
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src << "Your icon has been set. You now require a module reset to change it."
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@@ -90,6 +90,11 @@
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return 1
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return 0
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/proc/isAIEye(A)
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if(istype(A, /mob/camera/aiEye))
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return 1
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return 0
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/proc/ispAI(A)
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if(istype(A, /mob/living/silicon/pai))
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return 1
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