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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.
35 lines
990 B
Plaintext
35 lines
990 B
Plaintext
/mob/living/carbon/alien/larva/create_mob_hud()
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if(client && !hud_used)
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hud_used = new /datum/hud/larva(src)
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/datum/hud/larva/New(mob/owner)
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..()
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var/obj/screen/using
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using = new /obj/screen/act_intent/alien()
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using.icon_state = mymob.a_intent
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static_inventory += using
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action_intent = using
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using = new /obj/screen/mov_intent()
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using.icon = 'icons/mob/screen_alien.dmi'
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using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
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static_inventory += using
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move_intent = using
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mymob.healths = new /obj/screen/healths/alien()
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infodisplay += mymob.healths
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nightvisionicon = new /obj/screen/alien/nightvision()
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infodisplay += nightvisionicon
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mymob.pullin = new /obj/screen/pull()
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mymob.pullin.icon = 'icons/mob/screen_alien.dmi'
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mymob.pullin.update_icon(mymob)
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mymob.pullin.screen_loc = ui_pull_resist
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hotkeybuttons += mymob.pullin
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mymob.zone_sel = new /obj/screen/zone_sel/alien()
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mymob.zone_sel.update_icon(mymob)
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static_inventory += mymob.zone_sel |