// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list // note: if you add more HUDs, even for non-human atoms, make sure to use unique numbers for the defines! // /datum/atom_hud expects these to be unique // these need to be strings in order to make them associative lists #define HEALTH_HUD "1" // dead, alive, sick, health status #define STATUS_HUD "2" // a simple line rounding the mob's number health #define ID_HUD "3" // the job asigned to your ID #define WANTED_HUD "4" // wanted, released, parroled, security status #define IMPLOYAL_HUD "5" // loyality implant #define IMPCHEM_HUD "6" // chemical implant #define IMPTRACK_HUD "7" // tracking implant #define DIAG_STAT_HUD "8" // Silicon/Mech Status #define DIAG_HUD "9" // Silicon health bar #define DIAG_BATT_HUD "10"// Borg/Mech power meter #define DIAG_MECH_HUD "11"// Mech health bar #define STATUS_HUD_OOC "12" // STATUS_HUD without virus db check for someone being ill. //for antag huds. these are used at the /mob level #define SPECIALROLE_HUD "13" #define NATIONS_HUD "14" //Show nations icons during nations gamemode //data HUD (medhud, sechud) defines //Don't forget to update human/New() if you change these! #define DATA_HUD_SECURITY_BASIC 1 #define DATA_HUD_SECURITY_ADVANCED 2 #define DATA_HUD_MEDICAL_BASIC 3 #define DATA_HUD_MEDICAL_ADVANCED 4 #define DATA_HUD_DIAGNOSTIC 5 //NATIONS #define GAME_HUD_NATIONS 6 //antag HUD defines #define ANTAG_HUD_CULT 7 #define ANTAG_HUD_REV 8 #define ANTAG_HUD_OPS 9 #define ANTAG_HUD_WIZ 10 #define ANTAG_HUD_SHADOW 11 #define ANTAG_HUD_SOLO 12