mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-03 14:12:29 +00:00
* 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
495 lines
13 KiB
Plaintext
495 lines
13 KiB
Plaintext
/obj/screen/human
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icon = 'icons/mob/screen_midnight.dmi'
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/obj/screen/human/toggle
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name = "toggle"
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icon_state = "toggle"
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/obj/screen/human/toggle/Click()
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if(usr.hud_used.inventory_shown)
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usr.hud_used.inventory_shown = FALSE
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usr.client.screen -= usr.hud_used.toggleable_inventory
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else
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usr.hud_used.inventory_shown = TRUE
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usr.client.screen += usr.hud_used.toggleable_inventory
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usr.hud_used.hidden_inventory_update()
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/obj/screen/human/equip
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name = "equip"
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icon_state = "act_equip"
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/obj/screen/human/equip/Click()
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if(istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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var/mob/living/carbon/human/H = usr
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H.quick_equip()
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/obj/screen/ling
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invisibility = INVISIBILITY_ABSTRACT
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/obj/screen/ling/sting
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name = "current sting"
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screen_loc = ui_lingstingdisplay
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/obj/screen/ling/sting/Click()
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var/datum/antagonist/changeling/cling = usr.mind.has_antag_datum(/datum/antagonist/changeling)
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cling?.chosen_sting?.unset_sting()
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/obj/screen/ling/chems
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name = "chemical storage"
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icon_state = "power_display"
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screen_loc = ui_lingchemdisplay
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/mob/living/carbon/human/proc/remake_hud() //used for preference changes mid-round; can't change hud icons without remaking the hud.
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QDEL_NULL(hud_used)
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create_mob_hud()
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update_action_buttons_icon()
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if(hud_used)
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hud_used.show_hud(hud_used.hud_version)
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/mob/living/carbon/human/create_mob_hud()
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if(client && !hud_used)
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hud_used = new /datum/hud/human(src, ui_style2icon(client.prefs.UI_style), client.prefs.UI_style_color, client.prefs.UI_style_alpha)
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/datum/hud/human
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var/hud_alpha = 255
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/datum/hud/human/New(mob/living/carbon/human/owner, ui_style = 'icons/mob/screen_white.dmi', ui_color = "#ffffff", ui_alpha = 255)
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..()
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owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
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var/obj/screen/using
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var/obj/screen/inventory/inv_box
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hud_alpha = ui_alpha
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using = new /obj/screen/craft
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using.icon = ui_style
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using.color = ui_color
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using.alpha = ui_alpha
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static_inventory += using
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using = new /obj/screen/language_menu
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using.icon = ui_style
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using.color = ui_color
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using.alpha = ui_alpha
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static_inventory += using
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using = new /obj/screen/act_intent()
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using.icon_state = mymob.a_intent
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using.alpha = ui_alpha
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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 = ui_style
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using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
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using.screen_loc = ui_movi
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using.color = ui_color
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using.alpha = ui_alpha
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static_inventory += using
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move_intent = using
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using = new /obj/screen/drop()
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using.icon = ui_style
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using.screen_loc = ui_drop_throw
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using.color = ui_color
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using.alpha = ui_alpha
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static_inventory += using
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inv_box = new /obj/screen/inventory()
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inv_box.name = "i_clothing"
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inv_box.icon = ui_style
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inv_box.slot_id = slot_w_uniform
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inv_box.icon_state = "uniform"
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inv_box.screen_loc = ui_iclothing
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "o_clothing"
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inv_box.icon = ui_style
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inv_box.slot_id = slot_wear_suit
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inv_box.icon_state = "suit"
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inv_box.screen_loc = ui_oclothing
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory/hand()
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inv_box.name = "r_hand"
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inv_box.icon = ui_style
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inv_box.icon_state = "hand_r"
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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inv_box.screen_loc = ui_rhand
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inv_box.slot_id = slot_r_hand
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory/hand()
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inv_box.name = "l_hand"
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inv_box.icon = ui_style
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inv_box.icon_state = "hand_l"
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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inv_box.screen_loc = ui_lhand
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inv_box.slot_id = slot_l_hand
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static_inventory += inv_box
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using = new /obj/screen/swap_hand()
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using.name = "hand"
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using.icon = ui_style
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using.icon_state = "swap_1"
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using.screen_loc = ui_swaphand1
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using.color = ui_color
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using.alpha = ui_alpha
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static_inventory += using
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using = new /obj/screen/swap_hand()
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using.name = "hand"
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using.icon = ui_style
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using.icon_state = "swap_2"
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using.screen_loc = ui_swaphand2
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using.color = ui_color
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using.alpha = ui_alpha
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static_inventory += using
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inv_box = new /obj/screen/inventory()
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inv_box.name = "id"
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inv_box.icon = ui_style
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inv_box.icon_state = "id"
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inv_box.screen_loc = ui_id
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inv_box.slot_id = slot_wear_id
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "pda"
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inv_box.icon = ui_style
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inv_box.icon_state = "pda"
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inv_box.screen_loc = ui_pda
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inv_box.slot_id = slot_wear_pda
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "mask"
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inv_box.icon = ui_style
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inv_box.icon_state = "mask"
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inv_box.screen_loc = ui_mask
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inv_box.slot_id = slot_wear_mask
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "back"
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inv_box.icon = ui_style
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inv_box.icon_state = "back"
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inv_box.screen_loc = ui_back
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inv_box.slot_id = slot_back
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "storage1"
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inv_box.icon = ui_style
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inv_box.icon_state = "pocket"
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inv_box.screen_loc = ui_storage1
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inv_box.slot_id = slot_l_store
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "storage2"
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inv_box.icon = ui_style
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inv_box.icon_state = "pocket"
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inv_box.screen_loc = ui_storage2
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inv_box.slot_id = slot_r_store
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "suit storage"
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inv_box.icon = ui_style
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inv_box.icon_state = "suit_storage"
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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inv_box.screen_loc = ui_sstore1
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inv_box.slot_id = slot_s_store
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static_inventory += inv_box
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using = new /obj/screen/resist()
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using.icon = ui_style
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using.color = ui_color
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using.alpha = ui_alpha
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using.screen_loc = ui_pull_resist
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hotkeybuttons += using
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using = new /obj/screen/human/toggle()
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using.icon = ui_style
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using.color = ui_color
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using.alpha = ui_alpha
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using.screen_loc = ui_inventory
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static_inventory += using
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using = new /obj/screen/human/equip()
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using.icon = ui_style
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using.color = ui_color
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using.alpha = ui_alpha
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using.screen_loc = ui_equip
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static_inventory += using
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inv_box = new /obj/screen/inventory()
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inv_box.name = "gloves"
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inv_box.icon = ui_style
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inv_box.icon_state = "gloves"
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inv_box.screen_loc = ui_gloves
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inv_box.slot_id = slot_gloves
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "eyes"
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inv_box.icon = ui_style
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inv_box.icon_state = "glasses"
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inv_box.screen_loc = ui_glasses
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inv_box.slot_id = slot_glasses
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "l_ear"
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inv_box.icon = ui_style
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inv_box.icon_state = "ears"
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inv_box.screen_loc = ui_l_ear
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inv_box.slot_id = slot_l_ear
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "r_ear"
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inv_box.icon = ui_style
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inv_box.icon_state = "ears"
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inv_box.screen_loc = ui_r_ear
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inv_box.slot_id = slot_r_ear
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "head"
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inv_box.icon = ui_style
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inv_box.icon_state = "head"
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inv_box.screen_loc = ui_head
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inv_box.slot_id = slot_head
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "shoes"
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inv_box.icon = ui_style
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inv_box.icon_state = "shoes"
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inv_box.screen_loc = ui_shoes
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inv_box.slot_id = slot_shoes
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "belt"
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inv_box.icon = ui_style
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inv_box.icon_state = "belt"
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inv_box.screen_loc = ui_belt
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inv_box.slot_id = slot_belt
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inv_box.color = ui_color
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inv_box.alpha = ui_alpha
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static_inventory += inv_box
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mymob.throw_icon = new /obj/screen/throw_catch()
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mymob.throw_icon.icon = ui_style
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mymob.throw_icon.screen_loc = ui_drop_throw
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mymob.throw_icon.color = ui_color
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mymob.throw_icon.alpha = ui_alpha
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hotkeybuttons += mymob.throw_icon
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mymob.healths = new /obj/screen/healths()
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infodisplay += mymob.healths
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mymob.healthdoll = new()
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infodisplay += mymob.healthdoll
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mymob.pullin = new /obj/screen/pull()
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mymob.pullin.icon = ui_style
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mymob.pullin.hud = src
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mymob.pullin.update_icon(UPDATE_ICON_STATE)
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mymob.pullin.screen_loc = ui_pull_resist
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static_inventory += mymob.pullin
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lingchemdisplay = new /obj/screen/ling/chems()
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infodisplay += lingchemdisplay
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lingstingdisplay = new /obj/screen/ling/sting()
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infodisplay += lingstingdisplay
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zone_select = new /obj/screen/zone_sel()
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zone_select.color = ui_color
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zone_select.icon = ui_style
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zone_select.alpha = ui_alpha
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zone_select.hud = src
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zone_select.update_icon(UPDATE_OVERLAYS)
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static_inventory += zone_select
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inventory_shown = FALSE
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for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
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if(inv.slot_id)
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inv.hud = src
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inv_slots[inv.slot_id] = inv
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inv.update_icon()
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update_locked_slots()
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/datum/hud/human/update_locked_slots()
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if(!mymob)
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return
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var/mob/living/carbon/human/H = mymob
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if(!istype(H) || !H.dna.species)
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return
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var/datum/species/S = H.dna.species
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for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
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if(inv.slot_id)
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if(inv.slot_id in S.no_equip)
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inv.alpha = hud_alpha / 2
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else
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inv.alpha = hud_alpha
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for(var/obj/screen/craft/crafting in static_inventory)
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if(!S.can_craft)
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crafting.invisibility = INVISIBILITY_ABSTRACT
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H.handcrafting?.close(H)
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else
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crafting.invisibility = initial(crafting.invisibility)
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/datum/hud/human/hidden_inventory_update()
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if(!mymob)
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return
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var/mob/living/carbon/human/H = mymob
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if(inventory_shown && hud_shown)
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if(H.shoes)
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H.shoes.screen_loc = ui_shoes
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H.client.screen += H.shoes
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if(H.gloves)
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H.gloves.screen_loc = ui_gloves
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H.client.screen += H.gloves
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if(H.l_ear)
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H.l_ear.screen_loc = ui_l_ear
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H.client.screen += H.l_ear
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if(H.r_ear)
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H.r_ear.screen_loc = ui_r_ear
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H.client.screen += H.r_ear
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if(H.glasses)
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H.glasses.screen_loc = ui_glasses
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H.client.screen += H.glasses
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if(H.w_uniform)
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H.w_uniform.screen_loc = ui_iclothing
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H.client.screen += H.w_uniform
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if(H.wear_suit)
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H.wear_suit.screen_loc = ui_oclothing
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H.client.screen += H.wear_suit
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if(H.wear_mask)
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H.wear_mask.screen_loc = ui_mask
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H.client.screen += H.wear_mask
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if(H.head)
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H.head.screen_loc = ui_head
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H.client.screen += H.head
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else
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if(H.shoes) H.shoes.screen_loc = null
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if(H.gloves) H.gloves.screen_loc = null
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if(H.l_ear) H.l_ear.screen_loc = null
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if(H.r_ear) H.r_ear.screen_loc = null
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if(H.glasses) H.glasses.screen_loc = null
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if(H.w_uniform) H.w_uniform.screen_loc = null
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if(H.wear_suit) H.wear_suit.screen_loc = null
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if(H.wear_mask) H.wear_mask.screen_loc = null
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if(H.head) H.head.screen_loc = null
|
|
|
|
/datum/hud/human/persistent_inventory_update()
|
|
if(!mymob)
|
|
return
|
|
var/mob/living/carbon/human/H = mymob
|
|
if(hud_shown)
|
|
if(H.s_store)
|
|
H.s_store.screen_loc = ui_sstore1
|
|
H.client.screen += H.s_store
|
|
if(H.wear_id)
|
|
H.wear_id.screen_loc = ui_id
|
|
H.client.screen += H.wear_id
|
|
if(H.wear_pda)
|
|
H.wear_pda.screen_loc = ui_pda
|
|
H.client.screen += H.wear_pda
|
|
if(H.belt)
|
|
H.belt.screen_loc = ui_belt
|
|
H.client.screen += H.belt
|
|
if(H.back)
|
|
H.back.screen_loc = ui_back
|
|
H.client.screen += H.back
|
|
if(H.l_store)
|
|
H.l_store.screen_loc = ui_storage1
|
|
H.client.screen += H.l_store
|
|
if(H.r_store)
|
|
H.r_store.screen_loc = ui_storage2
|
|
H.client.screen += H.r_store
|
|
else
|
|
if(H.s_store)
|
|
H.s_store.screen_loc = null
|
|
if(H.wear_id)
|
|
H.wear_id.screen_loc = null
|
|
if(H.wear_pda)
|
|
H.wear_pda.screen_loc = null
|
|
if(H.belt)
|
|
H.belt.screen_loc = null
|
|
if(H.back)
|
|
H.back.screen_loc = null
|
|
if(H.l_store)
|
|
H.l_store.screen_loc = null
|
|
if(H.r_store)
|
|
H.r_store.screen_loc = null
|
|
|
|
if(hud_version != HUD_STYLE_NOHUD)
|
|
if(H.r_hand)
|
|
H.r_hand.screen_loc = ui_rhand
|
|
H.client.screen += H.r_hand
|
|
if(H.l_hand)
|
|
H.l_hand.screen_loc = ui_lhand
|
|
H.client.screen += H.l_hand
|
|
else
|
|
if(H.r_hand)
|
|
H.r_hand.screen_loc = null
|
|
if(H.l_hand)
|
|
H.l_hand.screen_loc = null
|
|
|
|
|
|
/mob/living/carbon/human/verb/toggle_hotkey_verbs()
|
|
set category = "OOC"
|
|
set name = "Toggle Hotkey Buttons"
|
|
set desc = "This disables or enables the user interface buttons which can be used with hotkeys."
|
|
|
|
if(hud_used.hotkey_ui_hidden)
|
|
client.screen += hud_used.hotkeybuttons
|
|
hud_used.hotkey_ui_hidden = FALSE
|
|
else
|
|
client.screen -= hud_used.hotkeybuttons
|
|
hud_used.hotkey_ui_hidden = TRUE
|