Files
Paradise/code/modules/mining/machine_input_output_plates.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

29 lines
636 B
Plaintext

/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral
var/input_dir = NORTH
var/output_dir = SOUTH
/obj/machinery/mineral/proc/unload_mineral(var/atom/movable/S)
S.loc = loc
var/turf/T = get_step(src,output_dir)
if(T)
S.loc = T