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* very simple functionality test * formatting fix * adapt 220 code, add logging, adjust config * fixes * appeases review overlords * fixes * 25 min respawn delay, warning is more noticable * 10 minute respawn delay, cant respawn during wiz or nukies * more logging + logging fix * species logging, revert accidental config change * antag logging + formatting * pleases review overlords again * linters * uses CSS for warning Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Signed-off-by: Ahzpy <88119260+Ahzpy@users.noreply.github.com> * deconflicts paradise.dme? * fixes runtime with destroyed bodies * you cant respawn for ragin mages silly * adds respawn button to ghost hud * standardize new ghost button coloring * remove you are not an admin message * muscle memory fixer * update hud locations --------- Signed-off-by: Ahzpy <88119260+Ahzpy@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
167 lines
5.9 KiB
Plaintext
167 lines
5.9 KiB
Plaintext
/*
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These defines specificy screen locations. For more information, see the byond documentation on the screen_loc var.
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The short version:
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Everything is encoded as strings because apparently that's how Byond rolls.
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"1,1" is the bottom left square of the user's screen. This aligns perfectly with the turf grid.
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"1:2,3:4" is the square (1,3) with pixel offsets (+2, +4); slightly right and slightly above the turf grid.
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Pixel offsets are used so you don't perfectly hide the turf under them, that would be crappy.
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The size of the user's screen is defined by client.view (indirectly by world.view), in our case "15x15".
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Therefore, the top right corner (except during admin shenanigans) is at "15,15"
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*/
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//Middle left indicators
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#define UI_ALIENPLASMADISPLAY "EAST-1:28,CENTER-2:15"
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//Lower left, persistant menu
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#define UI_INVENTORY "WEST:6,SOUTH:5"
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//Middle left indicators
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#define UI_LINGCHEMDISPLAY "WEST:6,CENTER-1:15"
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#define UI_LINGSTINGDISPLAY "WEST:6,CENTER-3:11"
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//Lower center, persistant menu
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#define UI_SSTORE1 "CENTER-5:10,SOUTH:5"
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#define UI_ID "CENTER-4:12,SOUTH:5"
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#define UI_BELT "CENTER-3:14,SOUTH:5"
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#define UI_BACK "CENTER-2:14,SOUTH:5"
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#define UI_RHAND "CENTER:-16,SOUTH:5"
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#define UI_LHAND "CENTER: 16,SOUTH:5"
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#define UI_EQUIP "CENTER:-16,SOUTH+1:5"
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#define UI_SWAPHAND1 "CENTER:-16,SOUTH+1:5"
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#define UI_SWAPHAND2 "CENTER: 16,SOUTH+1:5"
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#define UI_STORAGE1 "CENTER+1:18,SOUTH:5"
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#define UI_STORAGE2 "CENTER+2:20,SOUTH:5"
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#define UI_PDA "CENTER+3:22,SOUTH:5"
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#define UI_COMBO "CENTER+4:24,SOUTH+1:7" //combo meter for martial arts
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#define UI_ALIEN_HEAD "4:12,1:5" //aliens
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#define UI_ALIEN_OCLOTHING "5:14,1:5" //aliens
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#define UI_BORG_SENSOR "CENTER-3:16, SOUTH:5" //borgs
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#define UI_BORG_LAMP "CENTER-4:16, SOUTH:5" //borgs
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#define UI_BORG_THRUSTERS "CENTER-5:16, SOUTH:5"//borgs
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#define UI_BORG_PDA "CENTER-6:16, SOUTH:5" //borgs
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#define UI_INV1 "CENTER-2:16,SOUTH:5" //borgs
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#define UI_INV2 "CENTER-1 :16,SOUTH:5" //borgs
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#define UI_INV3 "CENTER :16,SOUTH: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 "CENTER-3:14,SOUTH:5" //monkey
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#define UI_MONKEY_BACK "CENTER-2:15,SOUTH:5" //monkey
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#define UI_ALIEN_STORAGE_L "CENTER-2:14,SOUTH:5"//alien
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#define UI_ALIEN_STORAGE_R "CENTER+1:18,SOUTH:5"//alien
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#define UI_ALIEN_LANGUAGE_MENU "EAST-3:25,SOUTH+1:7"//alien
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#define UI_ALIENLARVA_LANGUAGE_MENU "EAST-3:26,SOUTH:5"//alien
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//Lower right, persistant menu
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#define UI_DROP_THROW "EAST-1:28,SOUTH+1:7"
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#define UI_PULL_RESIST "EAST-2:26,SOUTH+1:7"
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#define UI_ACTI "EAST-2:26,SOUTH:5"
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#define UI_MOVI "EAST-3:24,SOUTH:5"
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#define UI_ZONESEL "EAST-1:28,SOUTH:5"
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#define UI_ACTI_ALT "EAST-1:28,SOUTH:5" //alternative intent switcher for when the interface is hidden (F12)
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#define UI_CRAFTING "EAST:-5,SOUTH+2:7"
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#define UI_LANGUAGE_MENU "EAST:-22,SOUTH+2:7"
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#define UI_BORG_PULL "EAST-2:26,SOUTH+1:7"
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#define UI_BORG_RADIO "EAST-1:28,SOUTH+1:7"
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#define UI_BORG_INTENTS "EAST-2:26,SOUTH:5"
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#define UI_BORG_LANUGAGE_MENU "EAST-2:26,SOUTH+1:7"
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//Upper-middle right (alerts)
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#define UI_ALERT1 "EAST-1:28,CENTER+5:27"
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#define UI_ALERT2 "EAST-1:28,CENTER+4:25"
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#define UI_ALERT3 "EAST-1:28,CENTER+3:23"
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#define UI_ALERT4 "EAST-1:28,CENTER+2:21"
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#define UI_ALERT5 "EAST-1:28,CENTER+1:19"
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//Middle right (status indicators)
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#define UI_INTERNAL "EAST-1:28,CENTER+1:19"
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#define UI_HEALTH "EAST-1:28,CENTER:17"
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#define UI_HEALTHDOLL "EAST-1:28,CENTER-1:15"
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#define UI_NUTRITION "EAST-2:32,CENTER-1:13"
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#define UI_STAMINA "EAST-1:28,CENTER-2:15"
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//borgs
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#define UI_BORG_HEALTH "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
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//aliens
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#define UI_ALIEN_HEALTH "EAST-1:28,CENTER-1:15" //aliens have the health display where humans have the pressure damage indicator.
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//constructs
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#define UI_CONSTRUCT_PULL "EAST-1:28,SOUTH+1:10" //above the zone_sel icon
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#define UI_CONSTRUCT_HEALTH "EAST,CENTER:15" //same height as humans, hugging the right border
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//slimes
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#define UI_SLIME_HEALTH "EAST,CENTER:15" //same as borgs, constructs and humans
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//Pop-up inventory
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#define UI_SHOES "WEST+1:8,SOUTH:5"
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#define UI_ICLOTHING "WEST:6,SOUTH+1:7"
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#define UI_OCLOTHING "WEST+1:8,SOUTH+1:7"
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#define UI_GLOVES "WEST+2:10,SOUTH+1:7"
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#define UI_GLASSES "WEST:6,SOUTH+3:11"
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#define UI_MASK "WEST+1:8,SOUTH+2:9"
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#define UI_L_EAR "WEST+2:10,SOUTH+2:9"
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#define UI_R_EAR "WEST+2:10,SOUTH+3:11"
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#define UI_NECK "WEST:6,SOUTH+2:9"
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#define UI_HEAD "WEST+1:8,SOUTH+3:11"
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// AI
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#define UI_AI_VIEW_IMAGES "BOTTOM+1:6,LEFT"
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#define UI_AI_TAKE_PICTURE "BOTTOM+1:6,LEFT+1"
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#define UI_AI_CAMERA_LIST "BOTTOM:6,LEFT"
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#define UI_AI_CAMERA_LIGHT "BOTTOM:6,LEFT+1"
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#define UI_AI_TRACK_WITH_CAMERA "BOTTOM:6,LEFT+2"
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#define UI_AI_CREW_MONITOR "BOTTOM:6,CENTER-3"
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#define UI_AI_CREW_MANIFEST "BOTTOM:6,CENTER-2"
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#define UI_AI_ALERTS "BOTTOM:6,CENTER-1"
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#define UI_AI_ANNOUNCEMENT "BOTTOM:6,CENTER"
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#define UI_AI_SHUTTLE "BOTTOM:6,CENTER+1"
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#define UI_AI_PDA "BOTTOM:6,CENTER+2"
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#define UI_AI_STATE_LAWS "SOUTH:6,RIGHT-2"
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#define UI_AI_CORE "SOUTH:6,RIGHT-1"
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#define UI_AI_SENSOR "SOUTH:6,RIGHT"
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// Bots
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#define UI_BOT_RADIO "EAST-1:28,SOUTH:7"
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#define UI_BOT_PULL "EAST-2:26,SOUTH:7"
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//Ghosts
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#define UI_GHOST_ORBIT "SOUTH:6,CENTER-2"
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#define UI_GHOST_REENTER_CORPSE "SOUTH:6,CENTER-1"
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#define UI_GHOST_TELEPORT "SOUTH:6,CENTER"
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#define UI_GHOST_RESPAWN_LIST "SOUTH:6,CENTER+1"
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#define UI_GHOST_RESPAWN_MOB "SOUTH:6+1,CENTER+1"
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#define UI_GHOST_RESPAWN_PAI "SOUTH:6+2,CENTER+1"
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#define UI_GHOST_RESPAWN_CHAR "SOUTH:6,CENTER+2"
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//HUD styles. Please ensure HUD_VERSIONS is the same as the maximum index. Index order defines how they are cycled in F12.
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#define HUD_STYLE_STANDARD 1
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#define HUD_STYLE_REDUCED 2
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#define HUD_STYLE_NOHUD 3
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#define HUD_STYLE_ACTIONHUD 4
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#define HUD_VERSIONS 4 //used in show_hud()
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//1 = standard hud
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//2 = reduced hud (just hands and intent switcher)
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//3 = no hud (for screenshots)
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//4 = Only action buttons (so vampires / changelings and such can use abilities while asleep)
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