Files
Paradise/code/_onclick/hud/bot.dm
Tigercat2000 0f70e6810b -tg- OOP Hud Refactor
- 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.
2016-04-21 20:28:08 -07:00

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/obj/screen/bot
icon = 'icons/mob/screen_bot.dmi'
/obj/screen/bot/radio
name = "radio"
icon_state = "radio"
screen_loc = ui_bot_radio
/obj/screen/bot/radio/Click()
if(isbot(usr))
var/mob/living/simple_animal/bot/B = usr
B.Radio.interact(usr)
/mob/living/simple_animal/bot/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud/bot(src)
/datum/hud/bot/New(mob/owner)
..()
var/obj/screen/using
using = new /obj/screen/bot/radio()
static_inventory += using
mymob.healths = new /obj/screen/healths/bot()
mymob.healths.screen_loc = ui_borg_health
infodisplay += mymob.healths
mymob.pullin = new /obj/screen/pull()
mymob.pullin.icon = 'icons/mob/screen_bot.dmi'
mymob.pullin.update_icon(mymob)
mymob.pullin.screen_loc = ui_bot_pull
static_inventory += mymob.pullin