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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.
68 lines
1.1 KiB
Plaintext
68 lines
1.1 KiB
Plaintext
//Most of these are defined at this level to reduce on checks elsewhere in the code.
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//Having them here also makes for a nice reference list of the various overlay-updating procs available
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/mob/proc/regenerate_icons() //TODO: phase this out completely if possible
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return
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/mob/proc/update_icons()
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return
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/mob/proc/update_inv_handcuffed()
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return
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/mob/proc/update_inv_legcuffed()
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return
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/mob/proc/update_inv_back()
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return
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/mob/proc/update_inv_l_hand()
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return
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/mob/proc/update_inv_r_hand()
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return
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/mob/proc/update_inv_wear_mask()
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return
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/mob/proc/update_inv_wear_suit()
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return
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/mob/proc/update_inv_w_uniform()
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return
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/mob/proc/update_inv_belt()
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return
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/mob/proc/update_inv_head()
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return
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/mob/proc/update_inv_gloves()
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return
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/mob/proc/update_mutations()
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return
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/mob/proc/update_inv_wear_id()
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return
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/mob/proc/update_inv_shoes()
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return
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/mob/proc/update_inv_glasses()
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return
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/mob/proc/update_inv_s_store()
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return
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/mob/proc/update_inv_pockets()
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return
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/mob/proc/update_inv_wear_pda()
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return
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/mob/proc/update_inv_ears()
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return
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/mob/proc/update_transform()
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return |