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Paradise/code/__DEFINES/hud.dm
2016-04-02 04:13:20 -04:00

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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 IMPLOYAL_HUD "5" // loyality 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 DIAG_BOT_HUD "13"// Bot HUDS
//for antag huds. these are used at the /mob level
#define SPECIALROLE_HUD "13"
#define NATIONS_HUD "14" //Show nations icons during nations gamemode
//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 5
//NATIONS
#define GAME_HUD_NATIONS 6
//antag HUD defines
#define ANTAG_HUD_CULT 7
#define ANTAG_HUD_REV 8
#define ANTAG_HUD_OPS 9
#define ANTAG_HUD_WIZ 10
#define ANTAG_HUD_SHADOW 11
#define ANTAG_HUD_TRAITOR 12
#define ANTAG_HUD_NINJA 13 //For Daves Rework
#define ANTAG_HUD_CHANGELING 14
#define ANTAG_HUD_VAMPIRE 15
#define ANTAG_HUD_ABDUCTOR 16 //For Fox