Files
Paradise/code/modules/mob/living/carbon/update_icons.dm
T
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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//LOOK G-MA, I'VE JOINED CARBON PROCS THAT ARE IDENTICAL IN ALL CASES INTO ONE PROC, I'M BETTER THAN LIFE()
//I thought about mob/living but silicons and simple_animals don't want this just yet.
//Right now just handles lying down, but could handle other cases later.
//IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.
/mob/living/carbon/update_transform()
var/matrix/ntransform = matrix(transform) //aka transform.Copy()
var/final_pixel_y = pixel_y
var/final_dir = dir
var/changed = 0
if(lying != lying_prev)
changed++
ntransform.TurnTo(lying_prev,lying)
if(lying == 0) //Lying to standing
final_pixel_y = get_standard_pixel_y_offset()
else //if(lying != 0)
if(lying_prev == 0) //Standing to lying
pixel_y = get_standard_pixel_y_offset()
final_pixel_y = get_standard_pixel_y_offset(lying)
if(dir & (EAST|WEST)) //Facing east or west
final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
lying_prev = lying //so we don't try to animate until there's been another change.
if(resize != RESIZE_DEFAULT_SIZE)
changed++
ntransform.Scale(resize)
resize = RESIZE_DEFAULT_SIZE
if(changed)
animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
handle_transform_change()
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
/mob/living/carbon/proc/handle_transform_change()
return
//update whether handcuffs appears on our hud.
/mob/living/carbon/proc/update_hud_handcuffed()
if(hud_used)
var/obj/screen/inventory/R = hud_used.inv_slots[slot_r_hand]
var/obj/screen/inventory/L = hud_used.inv_slots[slot_l_hand]
if(R && L)
R.update_icon()
L.update_icon()
/mob/living/carbon/update_inv_r_hand(ignore_cuffs)
if(handcuffed && !ignore_cuffs)
drop_r_hand()
return
if(r_hand)
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
r_hand.screen_loc = ui_rhand
client.screen += r_hand
/mob/living/carbon/update_inv_l_hand(ignore_cuffs)
if(handcuffed && !ignore_cuffs)
drop_l_hand()
return
if(l_hand)
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
l_hand.screen_loc = ui_lhand
client.screen += l_hand
/mob/living/carbon/update_inv_wear_mask()
if(istype(wear_mask, /obj/item/clothing/mask))
update_hud_wear_mask(wear_mask)
/mob/living/carbon/update_inv_back()
if(client && hud_used && hud_used.inv_slots[slot_back])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_back]
inv.update_icon()
if(back)
update_hud_back(back)
/mob/living/carbon/update_inv_head()
if(head)
update_hud_head(head)
//update whether our head item appears on our hud.
/mob/living/carbon/proc/update_hud_head(obj/item/I)
return
//update whether our mask item appears on our hud.
/mob/living/carbon/proc/update_hud_wear_mask(obj/item/I)
return
//update whether our back item appears on our hud.
/mob/living/carbon/proc/update_hud_back(obj/item/I)
return