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Paradise/code/__DEFINES/hud.dm

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// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list
// note: if you add more HUDs, even for non-human atoms, make sure to use unique numbers for the defines!
// /datum/atom_hud expects these to be unique
// these need to be strings in order to make them associative lists
#define HEALTH_HUD "1" // dead, alive, sick, health status
#define STATUS_HUD "2" // a simple line rounding the mob's number health
#define ID_HUD "3" // the job asigned to your ID
#define WANTED_HUD "4" // wanted, released, parroled, security status
#define IMPMINDSHIELD_HUD "5" // mindshield implant
#define IMPCHEM_HUD "6" // chemical implant
#define IMPTRACK_HUD "7" // tracking implant
#define DIAG_STAT_HUD "8" // Silicon/Mech Status
#define DIAG_HUD "9" // Silicon health bar
#define DIAG_BATT_HUD "10"// Borg/Mech power meter
#define DIAG_MECH_HUD "11"// Mech health bar
#define STATUS_HUD_OOC "12"// STATUS_HUD without virus db check for someone being ill.
#define SPECIALROLE_HUD "13" //for antag huds. these are used at the /mob level
#define DIAG_BOT_HUD "14"// Bot HUDS
#define PLANT_NUTRIENT_HUD "15"// Plant nutrient level
#define PLANT_WATER_HUD "16"// Plant water level
#define PLANT_STATUS_HUD "17"// Plant harvest/dead
#define PLANT_HEALTH_HUD "18"// Plant health
#define PLANT_TOXIN_HUD "19"// Toxin level
#define PLANT_PEST_HUD "20"// Pest level
#define PLANT_WEED_HUD "21"// Weed level
#define DIAG_TRACK_HUD "22"// Mech tracking beacon
#define DIAG_AIRLOCK_HUD "23" // Airlock shock overlay
#define DIAG_PATH_HUD "24"//Bot path indicators
#define GLAND_HUD "25"//Gland indicators for abductors
//by default everything in the hud_list of an atom is an image
//a value in hud_list with one of these will change that behavior
#define HUD_LIST_LIST 1
//data HUD (medhud, sechud) defines
//Don't forget to update human/New() if you change these!
#define DATA_HUD_SECURITY_BASIC 1
#define DATA_HUD_SECURITY_ADVANCED 2
#define DATA_HUD_MEDICAL_BASIC 3
#define DATA_HUD_MEDICAL_ADVANCED 4
#define DATA_HUD_DIAGNOSTIC_BASIC 5
#define DATA_HUD_DIAGNOSTIC_ADVANCED 6
#define DATA_HUD_HYDROPONIC 7
//antag HUD defines
#define ANTAG_HUD_CULT 8
#define ANTAG_HUD_REV 9
#define ANTAG_HUD_OPS 10
#define ANTAG_HUD_WIZ 11
#define ANTAG_HUD_SHADOW 12
#define ANTAG_HUD_TRAITOR 13
#define ANTAG_HUD_NINJA 14
#define ANTAG_HUD_CHANGELING 15
#define ANTAG_HUD_VAMPIRE 16
#define ANTAG_HUD_ABDUCTOR 17
#define DATA_HUD_ABDUCTOR 18
#define ANTAG_HUD_EVENTMISC 19
#define ANTAG_HUD_BLOB 20
// Notification action types
#define NOTIFY_JUMP "jump"
#define NOTIFY_ATTACK "attack"
#define NOTIFY_FOLLOW "orbit"
// The kind of things granted by HUD items in game, that do not manifest as
// on-screen icons, but rather go to examine text.
#define EXAMINE_HUD_SECURITY_READ "security_read"
#define EXAMINE_HUD_SECURITY_WRITE "security_write"
#define EXAMINE_HUD_MEDICAL "medical"
#define EXAMINE_HUD_SKILLS "skills"