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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
972 B
Plaintext
35 lines
972 B
Plaintext
/mob/living/simple_animal/pet/create_mob_hud()
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if(client && !hud_used)
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hud_used = new /datum/hud/corgi(src)
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/datum/hud/corgi/New(mob/user)
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..()
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mymob.healths = new /obj/screen/healths/corgi()
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infodisplay += mymob.healths
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mymob.pullin = new /obj/screen/pull()
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mymob.pullin.icon = 'icons/mob/screen_corgi.dmi'
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mymob.pullin.update_icon(mymob)
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mymob.pullin.screen_loc = ui_construct_pull
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static_inventory += mymob.pullin
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/mob/camera/blob/create_mob_hud()
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if(client && !hud_used)
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hud_used = new /datum/hud/blob_overmind(src)
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/datum/hud/blob_overmind/New(mob/user)
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..()
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blobpwrdisplay = new /obj/screen()
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blobpwrdisplay.name = "blob power"
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blobpwrdisplay.icon_state = "block"
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blobpwrdisplay.screen_loc = ui_health
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static_inventory += blobpwrdisplay
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blobhealthdisplay = new /obj/screen()
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blobhealthdisplay.name = "blob health"
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blobhealthdisplay.icon_state = "block"
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blobhealthdisplay.screen_loc = ui_internal
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static_inventory += blobhealthdisplay |