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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.
34 lines
949 B
Plaintext
34 lines
949 B
Plaintext
var/list/obj/effect/bump_teleporter/BUMP_TELEPORTERS = list()
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/obj/effect/bump_teleporter
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name = "bump-teleporter"
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x2"
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var/id = null //id of this bump_teleporter.
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var/id_target = null //id of bump_teleporter which this moves you to.
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invisibility = 101 //nope, can't see this
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anchored = 1
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density = 1
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opacity = 0
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/obj/effect/bump_teleporter/New()
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..()
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BUMP_TELEPORTERS += src
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/obj/effect/bump_teleporter/Destroy()
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BUMP_TELEPORTERS -= src
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return ..()
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/obj/effect/bump_teleporter/Bumped(atom/user)
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if(!ismob(user))
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//user.loc = src.loc //Stop at teleporter location
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return
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if(!id_target)
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//user.loc = src.loc //Stop at teleporter location, there is nowhere to teleport to.
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return
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for(var/obj/effect/bump_teleporter/BT in BUMP_TELEPORTERS)
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if(BT.id == src.id_target)
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usr.loc = BT.loc //Teleport to location with correct id.
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return |