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- Added 4 new HUD styles - Humans recreate their hud if they change their UI pref mid-game - Refactored how objects are added to the client screen - HUD's are now handled by subtype and mob/proc/create_mob_hud() - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now - Mobs only create/destroy their HUD when necessary, not every Login() - Destroyed aim-mode, it didn't work and I couldn't make it work. - Renamed all of the screen1_x.dmi files to screen_x.dmi - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
33 lines
801 B
Plaintext
33 lines
801 B
Plaintext
/obj/screen/bot
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icon = 'icons/mob/screen_bot.dmi'
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/obj/screen/bot/radio
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name = "radio"
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icon_state = "radio"
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screen_loc = ui_bot_radio
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/obj/screen/bot/radio/Click()
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if(isbot(usr))
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var/mob/living/simple_animal/bot/B = usr
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B.Radio.interact(usr)
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/mob/living/simple_animal/bot/create_mob_hud()
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if(client && !hud_used)
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hud_used = new /datum/hud/bot(src)
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/datum/hud/bot/New(mob/owner)
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..()
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var/obj/screen/using
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using = new /obj/screen/bot/radio()
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static_inventory += using
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mymob.healths = new /obj/screen/healths/bot()
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mymob.healths.screen_loc = ui_borg_health
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infodisplay += mymob.healths
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mymob.pullin = new /obj/screen/pull()
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mymob.pullin.icon = 'icons/mob/screen_bot.dmi'
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mymob.pullin.update_icon(mymob)
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mymob.pullin.screen_loc = ui_bot_pull
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static_inventory += mymob.pullin |