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