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