Files
Paradise/code/modules/buildmode/buttons.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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/obj/screen/buildmode
icon = 'icons/misc/buildmode.dmi'
var/datum/click_intercept/buildmode/bd
plane = HUD_PLANE_BUILDMODE
/obj/screen/buildmode/New(bld)
bd = bld
return ..()
/obj/screen/buildmode/Destroy()
bd = null
return ..()
/obj/screen/buildmode/mode
name = "Toggle Mode"
icon_state = "buildmode_basic"
screen_loc = "NORTH,WEST"
/obj/screen/buildmode/mode/Click(location, control, params)
var/list/pa = params2list(params)
if(pa.Find("left"))
bd.toggle_modeswitch()
else if(pa.Find("right"))
bd.mode.change_settings(usr)
update_icon()
return TRUE
/obj/screen/buildmode/mode/update_icon_state()
icon_state = bd.mode.get_button_iconstate()
/obj/screen/buildmode/help
icon_state = "buildhelp"
screen_loc = "NORTH,WEST+1"
name = "Buildmode Help"
/obj/screen/buildmode/help/Click()
bd.mode.show_help(usr)
return TRUE
/obj/screen/buildmode/bdir
icon_state = "build"
screen_loc = "NORTH,WEST+2"
name = "Change Dir"
/obj/screen/buildmode/bdir/update_icon(updates=UPDATE_ICON_STATE)
dir = bd.build_dir
..()
/obj/screen/buildmode/bdir/Click()
bd.toggle_dirswitch()
update_icon()
return TRUE
// used to switch between modes
/obj/screen/buildmode/modeswitch
var/datum/buildmode_mode/modetype
/obj/screen/buildmode/modeswitch/New(bld, mt)
modetype = mt
icon_state = "buildmode_[initial(modetype.key)]"
name = initial(modetype.key)
return ..(bld)
/obj/screen/buildmode/modeswitch/Click()
bd.change_mode(modetype)
return TRUE
// used to switch between dirs
/obj/screen/buildmode/dirswitch
icon_state = "build"
/obj/screen/buildmode/dirswitch/New(bld, newdir)
dir = newdir
name = dir2text(dir)
return ..(bld)
/obj/screen/buildmode/dirswitch/Click()
bd.change_dir(dir)
return TRUE
/obj/screen/buildmode/quit
icon_state = "buildquit"
screen_loc = "NORTH,WEST+3"
name = "Quit Buildmode"
/obj/screen/buildmode/quit/Click()
bd.quit()
return TRUE