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* it begins, end me now * PROGRESS? * PROGRESS! * progress... kinda * oops forgot to save this * fixed comment * finally.... * updated some sprites * progress, but borg hud wont remove * got it working! * redoing icons * almost there * finished * oops * removed debug goggles * Update code/__HELPERS/mob_helpers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> --------- Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
114 lines
4.3 KiB
Plaintext
114 lines
4.3 KiB
Plaintext
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// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list
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// note: if you add more HUDs, even for non-human atoms, make sure to use unique numbers for the defines!
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// /datum/atom_hud expects these to be unique
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// these need to be strings in order to make them associative lists
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#define HEALTH_HUD "1" // dead, alive, sick, health status
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#define STATUS_HUD "2" // a simple line rounding the mob's number health
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#define ID_HUD "3" // the job asigned to your ID
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#define WANTED_HUD "4" // wanted, released, parroled, security status
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#define IMPMINDSHIELD_HUD "5" // mindshield bio-chip
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#define IMPCHEM_HUD "6" // chemical bio-chip
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#define IMPTRACK_HUD "7" // tracking bio-chip
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#define DIAG_STAT_HUD "8" // Silicon/Mech Status
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#define DIAG_HUD "9" // Silicon health bar
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#define DIAG_BATT_HUD "10"// Borg/Mech power meter
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#define DIAG_MECH_HUD "11"// Mech health bar
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#define SPECIALROLE_HUD "12" //for antag huds. these are used at the /mob level
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#define DIAG_BOT_HUD "13"// Bot HUDS
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#define PLANT_NUTRIENT_HUD "14"// Plant nutrient level
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#define PLANT_WATER_HUD "15"// Plant water level
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#define PLANT_STATUS_HUD "16"// Plant harvest/dead
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#define PLANT_HEALTH_HUD "17"// Plant health
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#define PLANT_TOXIN_HUD "18"// Toxin level
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#define PLANT_PEST_HUD "19"// Pest level
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#define PLANT_WEED_HUD "20"// Weed level
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#define DIAG_TRACK_HUD "21"// Mech tracking beacon
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#define DIAG_AIRLOCK_HUD "22" // Airlock shock overlay
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#define GLAND_HUD "23"//Gland indicators for abductors
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#define JANI_HUD "24" // Sign overlay over cleanable decals
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#define PRESSURE_HUD "25" // Pressure coloring for tiles
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#define MALF_AI_HUD "26" // Malf status blips for borgs
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//by default everything in the hud_list of an atom is an image
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//a value in hud_list with one of these will change that behavior
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#define HUD_LIST_LIST 1
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//data HUD (medhud, sechud) defines
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//Don't forget to update human/New() if you change these!
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#define DATA_HUD_SECURITY_BASIC 1
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#define DATA_HUD_SECURITY_ADVANCED 2
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#define DATA_HUD_MEDICAL_BASIC 3
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#define DATA_HUD_MEDICAL_ADVANCED 4
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#define DATA_HUD_DIAGNOSTIC_BASIC 5
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#define DATA_HUD_DIAGNOSTIC_ADVANCED 6
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#define DATA_HUD_HYDROPONIC 7
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#define DATA_HUD_JANITOR 8
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#define DATA_HUD_PRESSURE 9
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#define DATA_HUD_MALF_AI 10
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//antag HUD defines
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#define ANTAG_HUD_CULT 11
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#define ANTAG_HUD_REV 12
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#define ANTAG_HUD_OPS 13
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#define ANTAG_HUD_WIZ 14
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#define ANTAG_HUD_SHADOW 15
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#define ANTAG_HUD_TRAITOR 16
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#define ANTAG_HUD_NINJA 17
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#define ANTAG_HUD_CHANGELING 18
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#define ANTAG_HUD_VAMPIRE 19
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#define ANTAG_HUD_ABDUCTOR 20
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#define DATA_HUD_ABDUCTOR 21
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#define ANTAG_HUD_EVENTMISC 22
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#define ANTAG_HUD_BLOB 23
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#define ANTAG_HUD_ZOMBIE 24
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#define ANTAG_HUD_MIND_FLAYER 25
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// Notification action types
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#define NOTIFY_JUMP "jump"
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#define NOTIFY_ATTACK "attack"
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#define NOTIFY_FOLLOW "orbit"
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// The kind of things granted by HUD items in game, that do not manifest as
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// on-screen icons, but rather go to examine text.
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#define EXAMINE_HUD_SECURITY_READ "security_read"
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#define EXAMINE_HUD_SECURITY_WRITE "security_write"
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#define EXAMINE_HUD_MEDICAL_READ "medical_read"
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#define EXAMINE_HUD_MEDICAL_WRITE "medical_write"
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#define EXAMINE_HUD_SKILLS "skills"
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// MALF Hud statuses
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#define EXAMINE_HUD_MALF_WRITE "malf_write"
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#define EXAMINE_HUD_MALF_READ "malf_read"
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#define MALF_STATUS_NONE "NULL"
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#define MALF_STATUS_GREEN "ASSIST"
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#define MALF_STATUS_RED "ELIMINATE"
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#define MALF_STATUS_AVOID "AVOID"
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/proc/ui_hand_position(i)
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// values based on old hand ui positions (CENTER:-/+16,SOUTH:5)
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var/x_off = ISODD(i) ? 0 : -1
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var/y_off = round((i-1) / 2)
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return"CENTER+[x_off]:16,SOUTH+[y_off]:5"
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/proc/ui_equip_position(mob/M)
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// values based on old equip ui position (CENTER: +/-16,SOUTH+1:5)
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var/y_off = round(1 / 2)
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return "CENTER:-16,SOUTH+[y_off+1]:5"
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/proc/ui_swaphand_position(mob/M, which = 1)
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// values based on old swaphand ui positions (CENTER: +/-16,SOUTH+1:5)
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var/x_off = which == 1 ? -1 : 0
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var/y_off = round(1 / 2)
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return "CENTER+[x_off]:16,SOUTH+[y_off+1]:5"
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/// Takes a string or num view, and converts it to pixel width/height in a list(pixel_width, pixel_height)
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/proc/view_to_pixels(view)
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if(!view)
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return list(0, 0)
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var/list/view_info = getviewsize(view)
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view_info[1] *= world.icon_size
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view_info[2] *= world.icon_size
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return view_info
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