mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-03 14:12:29 +00:00
- 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.
63 lines
1.3 KiB
Plaintext
63 lines
1.3 KiB
Plaintext
/obj/effect/decal/point
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name = "arrow"
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desc = "It's an arrow hanging in mid-air. There may be a wizard about."
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "arrow"
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layer = 16.0
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anchored = 1
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mouse_opacity = 0
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// Used for spray that you spray at walls, tables, hydrovats etc
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/obj/effect/decal/spraystill
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density = 0
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anchored = 1
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layer = 50
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/obj/effect/decal/chempuff
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name = "chemicals"
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icon = 'icons/obj/chempuff.dmi'
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pass_flags = PASSTABLE | PASSGRILLE
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/obj/effect/decal/snow
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name="snow"
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density=0
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anchored=1
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layer=2
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icon='icons/turf/snow.dmi'
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/obj/effect/decal/snow/clean/edge
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icon_state="snow_corner"
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/obj/effect/decal/snow/sand/edge
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icon_state="gravsnow_corner"
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/obj/effect/decal/snow/clean/surround
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icon_state="snow_surround"
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/obj/effect/decal/snow/sand/surround
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icon_state="gravsnow_surround"
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/obj/effect/decal/leaves
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name="fall leaves"
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density = 0
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anchored = 1
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layer = 2
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icon='icons/obj/flora/plants.dmi'
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icon_state = "fallleaves"
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/obj/effect/decal/straw
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name="scattered straw"
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density = 0
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anchored = 1
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layer = 2
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icon='icons/obj/flora/plants.dmi'
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icon_state = "strawscattered"
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/obj/effect/decal/straw/medium
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icon_state = "strawscattered3"
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/obj/effect/decal/straw/light
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icon_state = "strawscattered2"
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/obj/effect/decal/straw/edge
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icon_state = "strawscatterededge" |