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