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S.P.L.U.R.T-Station-13/code/_onclick/hud/alert.dm
2021-01-20 04:21:57 +02:00

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//A system to manage and display alerts on screen without needing you to do it yourself
//PUBLIC - call these wherever you want
/mob/proc/throw_alert(category, type, severity, obj/new_master, override = FALSE)
/* Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already
category is a text string. Each mob may only have one alert per category; the previous one will be replaced
path is a type path of the actual alert type to throw
severity is an optional number that will be placed at the end of the icon_state for this alert
For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2"
new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay.
Clicks are forwarded to master
Override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
*/
if(!category || QDELETED(src))
return
var/obj/screen/alert/thealert
if(alerts[category])
thealert = alerts[category]
if(thealert.override_alerts)
return thealert
if(new_master && new_master != thealert.master)
WARNING("[src] threw alert [category] with new_master [new_master] while already having that alert with master [thealert.master]")
clear_alert(category)
return .()
else if(thealert.type != type)
clear_alert(category)
return .()
else if(!severity || severity == thealert.severity)
if(thealert.timeout)
clear_alert(category)
return .()
else //no need to update
return thealert
else
thealert = new type()
thealert.override_alerts = override
if(override)
thealert.timeout = null
thealert.mob_viewer = src
if(new_master)
var/old_layer = new_master.layer
var/old_plane = new_master.plane
new_master.layer = FLOAT_LAYER
new_master.plane = FLOAT_PLANE
thealert.add_overlay(new_master)
new_master.layer = old_layer
new_master.plane = old_plane
thealert.icon_state = "template" // We'll set the icon to the client's ui pref in reorganize_alerts()
thealert.master = new_master
else
thealert.icon_state = "[initial(thealert.icon_state)][severity]"
thealert.severity = severity
alerts[category] = thealert
if(client && hud_used)
hud_used.reorganize_alerts()
thealert.transform = matrix(32, 6, MATRIX_TRANSLATE)
animate(thealert, transform = matrix(), time = 2.5, easing = CUBIC_EASING)
if(thealert.timeout)
addtimer(CALLBACK(src, .proc/alert_timeout, thealert, category), thealert.timeout)
thealert.timeout = world.time + thealert.timeout - world.tick_lag
return thealert
/mob/proc/alert_timeout(obj/screen/alert/alert, category)
if(alert.timeout && alerts[category] == alert && world.time >= alert.timeout)
clear_alert(category)
// Proc to clear an existing alert.
/mob/proc/clear_alert(category, clear_override = FALSE)
var/obj/screen/alert/alert = alerts[category]
if(!alert)
return 0
if(alert.override_alerts && !clear_override)
return 0
alerts -= category
if(client && hud_used)
hud_used.reorganize_alerts()
client.screen -= alert
qdel(alert)
/obj/screen/alert
icon = 'icons/mob/screen_alert.dmi'
icon_state = "default"
name = "Alert"
desc = "Something seems to have gone wrong with this alert, so report this bug please"
mouse_opacity = MOUSE_OPACITY_ICON
var/timeout = 0 //If set to a number, this alert will clear itself after that many deciseconds
var/severity = 0
var/alerttooltipstyle = ""
var/override_alerts = FALSE //If it is overriding other alerts of the same type
var/mob/mob_viewer //the mob viewing this alert
/obj/screen/alert/MouseEntered(location,control,params)
if(!QDELETED(src))
openToolTip(usr,src,params,title = name,content = desc,theme = alerttooltipstyle)
/obj/screen/alert/MouseExited()
closeToolTip(usr)
//Gas alerts
/obj/screen/alert/not_enough_oxy
name = "Choking (No O2)"
desc = "You're not getting enough oxygen. Find some good air before you pass out! The box in your backpack has an oxygen tank and breath mask in it."
icon_state = "not_enough_oxy"
/obj/screen/alert/too_much_oxy
name = "Choking (O2)"
desc = "There's too much oxygen in the air, and you're breathing it in! Find some good air before you pass out!"
icon_state = "too_much_oxy"
/obj/screen/alert/not_enough_nitro
name = "Choking (No N2)"
desc = "You're not getting enough nitrogen. Find some good air before you pass out!"
icon_state = "not_enough_nitro"
/obj/screen/alert/too_much_nitro
name = "Choking (N2)"
desc = "There's too much nitrogen in the air, and you're breathing it in! Find some good air before you pass out!"
icon_state = "too_much_nitro"
/obj/screen/alert/not_enough_co2
name = "Choking (No CO2)"
desc = "You're not getting enough carbon dioxide. Find some good air before you pass out!"
icon_state = "not_enough_co2"
/obj/screen/alert/too_much_co2
name = "Choking (CO2)"
desc = "There's too much carbon dioxide in the air, and you're breathing it in! Find some good air before you pass out!"
icon_state = "too_much_co2"
/obj/screen/alert/not_enough_tox
name = "Choking (No Plasma)"
desc = "You're not getting enough plasma. Find some good air before you pass out!"
icon_state = "not_enough_tox"
/obj/screen/alert/too_much_tox
name = "Choking (Plasma)"
desc = "There's highly flammable, toxic plasma in the air and you're breathing it in. Find some fresh air. The box in your backpack has an oxygen tank and gas mask in it."
icon_state = "too_much_tox"
/obj/screen/alert/not_enough_ch4
name = "Choking (No CH4)"
desc = "You're not getting enough methane. Find some good air before you pass out!"
icon_state = "not_enough_ch4"
/obj/screen/alert/too_much_ch4
name = "Choking (CH4)"
desc = "There's too much methane in the air, and you're breathing it in! Find some good air before you pass out!"
icon_state = "too_much_ch4"
/obj/screen/alert/not_enough_ch3br
name = "Choking (No CH3Br)"
desc = "You're not getting enough methyl bromide. Find some good air before you pass out!"
icon_state = "not_enough_tox"
/obj/screen/alert/too_much_ch3br
name = "Choking (CH3Br)"
desc = "There's highly toxic methyl bromide in the air and you're breathing it in. Find some fresh air. The box in your backpack has an oxygen tank and gas mask in it."
icon_state = "too_much_tox"
//End gas alerts
/obj/screen/alert/fat
name = "Fat"
desc = "You ate too much food, lardass. Run around the station and lose some weight."
icon_state = "fat"
/obj/screen/alert/hungry
name = "Hungry"
desc = "Some food would be good right about now."
icon_state = "hungry"
/obj/screen/alert/starving
name = "Starving"
desc = "You're severely malnourished. The hunger pains make moving around a chore."
icon_state = "starving"
/obj/screen/alert/gross
name = "Grossed out."
desc = "That was kind of gross..."
icon_state = "gross"
/obj/screen/alert/verygross
name = "Very grossed out."
desc = "You're not feeling very well..."
icon_state = "gross2"
/obj/screen/alert/disgusted
name = "DISGUSTED"
desc = "ABSOLUTELY DISGUSTIN'"
icon_state = "gross3"
/obj/screen/alert/hot
name = "Too Hot"
desc = "The air around you is pretty toasty! Consider putting on some insulating clothing, or moving to a cooler area."
icon_state = "hot"
/obj/screen/alert/cold
name = "Too Cold"
desc = "The air around you is pretty cold! Consider wearing a coat, or moving to a warmer area."
icon_state = "cold"
/obj/screen/alert/sweat
name = "Sweating"
desc = "You're sweating! Get somewhere cooler and take off any insulating clothing like a fire suit."
icon_state = "sweat"
/obj/screen/alert/shiver
name = "Shivering"
desc = "You're shivering! Get somewhere warmer and take off any insulating clothing like a space suit."
/obj/screen/alert/lowpressure
name = "Low Pressure"
desc = "The air around you is hazardously thin. A space suit would protect you."
icon_state = "lowpressure"
/obj/screen/alert/highpressure
name = "High Pressure"
desc = "The air around you is hazardously thick. A fire suit would protect you."
icon_state = "highpressure"
/obj/screen/alert/blind
name = "Blind"
desc = "You can't see! This may be caused by a genetic defect, eye trauma, being unconscious, \
or something covering your eyes."
icon_state = "blind"
/obj/screen/alert/high
name = "High"
desc = "Whoa man, you're tripping balls! Careful you don't get addicted... if you aren't already."
icon_state = "high"
/obj/screen/alert/mind_control
name = "Mind Control"
desc = "Your mind has been hijacked! Click to view the mind control command."
icon_state = "mind_control"
var/command
/obj/screen/alert/mind_control/Click()
var/mob/living/L = usr
to_chat(L, "<span class='mind_control'>[command]</span>")
/obj/screen/alert/hypnosis
name = "Hypnosis"
desc = "Something's hypnotizing you, but you're not really sure about what."
icon_state = "hypnosis"
var/phrase
/obj/screen/alert/drunk //Not implemented
name = "Drunk"
desc = "All that alcohol you've been drinking is impairing your speech, motor skills, and mental cognition. Make sure to act like it."
icon_state = "drunk"
/obj/screen/alert/embeddedobject
name = "Embedded Object"
desc = "Something got lodged into your flesh and is causing major bleeding. It might fall out with time, but surgery is the safest way. \
If you're feeling frisky, examine yourself and click the underlined item to pull the object out."
icon_state = "embeddedobject"
/obj/screen/alert/embeddedobject/Click()
if(isliving(usr))
var/mob/living/carbon/M = usr
return M.help_shake_act(M)
/obj/screen/alert/weightless
name = "Weightless"
desc = "Gravity has ceased affecting you, and you're floating around aimlessly. You'll need something large and heavy, like a \
wall or lattice, to push yourself off if you want to move. A jetpack would enable free range of motion. A pair of \
magboots would let you walk around normally on the floor. Barring those, you can throw things, use a fire extinguisher, \
or shoot a gun to move around via Newton's 3rd Law of Motion."
icon_state = "weightless"
/obj/screen/alert/highgravity
name = "High Gravity"
desc = "You're getting crushed by high gravity, picking up items and movement will be slowed."
icon_state = "paralysis"
/obj/screen/alert/veryhighgravity
name = "Crushing Gravity"
desc = "You're getting crushed by high gravity, picking up items and movement will be slowed. You'll also accumulate brute damage!"
icon_state = "paralysis"
/obj/screen/alert/fire
name = "On Fire"
desc = "You're on fire. Stop, drop and roll to put the fire out or move to a vacuum area."
icon_state = "fire"
/obj/screen/alert/fire/Click()
var/mob/living/L = usr
if(!istype(L) || !L.can_resist())
return
L.MarkResistTime()
if(CHECK_MOBILITY(L, MOBILITY_MOVE))
return L.resist_fire() //I just want to start a flame in your hearrrrrrtttttt.
/obj/screen/alert/give // information set when the give alert is made
icon_state = "default"
var/mob/living/carbon/giver
var/obj/item/receiving
/**
* Handles assigning most of the variables for the alert that pops up when an item is offered
*
* Handles setting the name, description and icon of the alert and tracking the person giving
* and the item being offered, also registers a signal that removes the alert from anyone who moves away from the giver
* Arguments:
* * taker - The person receiving the alert
* * giver - The person giving the alert and item
* * receiving - The item being given by the giver
*/
/obj/screen/alert/give/proc/setup(mob/living/carbon/taker, mob/living/carbon/giver, obj/item/receiving)
name = "[giver] is offering [receiving]"
desc = "[giver] is offering [receiving]. Click this alert to take it."
icon_state = "template"
cut_overlays()
add_overlay(receiving)
src.receiving = receiving
src.giver = giver
RegisterSignal(taker, COMSIG_MOVABLE_MOVED, .proc/removeAlert)
/obj/screen/alert/give/proc/removeAlert()
to_chat(usr, "<span class='warning'>You moved out of range of [giver]!</span>")
usr.clear_alert("[giver]")
/obj/screen/alert/give/Click(location, control, params)
. = ..()
var/mob/living/carbon/C = usr
C.take(giver, receiving)
//ALIENS
/obj/screen/alert/alien_tox
name = "Plasma"
desc = "There's flammable plasma in the air. If it lights up, you'll be toast."
icon_state = "alien_tox"
alerttooltipstyle = "alien"
/obj/screen/alert/alien_fire
// This alert is temporarily gonna be thrown for all hot air but one day it will be used for literally being on fire
name = "Too Hot"
desc = "It's too hot! Flee to space or at least away from the flames. Standing on weeds will heal you."
icon_state = "alien_fire"
alerttooltipstyle = "alien"
/obj/screen/alert/alien_vulnerable
name = "Severed Matriarchy"
desc = "Your queen has been killed, you will suffer movement penalties and loss of hivemind. A new queen cannot be made until you recover."
icon_state = "alien_noqueen"
alerttooltipstyle = "alien"
//BLOBS
/obj/screen/alert/nofactory
name = "No Factory"
desc = "You have no factory, and are slowly dying!"
icon_state = "blobbernaut_nofactory"
alerttooltipstyle = "blob"
// BLOODCULT
/obj/screen/alert/bloodsense
name = "Blood Sense"
desc = "Allows you to sense blood that is manipulated by dark magicks."
icon_state = "cult_sense"
alerttooltipstyle = "cult"
var/static/image/narnar
var/angle = 0
var/mob/living/simple_animal/hostile/construct/Cviewer = null
/obj/screen/alert/bloodsense/Initialize()
. = ..()
narnar = new('icons/mob/screen_alert.dmi', "mini_nar")
START_PROCESSING(SSprocessing, src)
/obj/screen/alert/bloodsense/Destroy()
Cviewer = null
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/screen/alert/bloodsense/process()
var/atom/blood_target
if(!mob_viewer.mind)
return
var/datum/antagonist/cult/antag = mob_viewer.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!antag?.cult_team)
return
var/datum/objective/sacrifice/sac_objective = locate() in antag.cult_team.objectives
if(antag.cult_team.blood_target)
if(!get_turf(antag.cult_team.blood_target))
antag.cult_team.blood_target = null
else
blood_target = antag.cult_team.blood_target
if(Cviewer && Cviewer.seeking && Cviewer.master)
blood_target = Cviewer.master
desc = "Your blood sense is leading you to [Cviewer.master]"
if(!blood_target)
if(sac_objective && !sac_objective.check_completion())
if(icon_state == "runed_sense0")
return
animate(src, transform = null, time = 1, loop = 0)
angle = 0
cut_overlays()
icon_state = "runed_sense0"
desc = "Nar'Sie demands that [sac_objective.target] be sacrificed before the summoning ritual can begin."
add_overlay(sac_objective.sac_image)
else
var/datum/objective/eldergod/summon_objective = locate() in antag.cult_team.objectives
if(!summon_objective)
return
desc = "The sacrifice is complete, summon Nar'Sie! The summoning can only take place in [english_list(summon_objective.summon_spots)]!"
if(icon_state == "runed_sense1")
return
animate(src, transform = null, time = 1, loop = 0)
angle = 0
cut_overlays()
icon_state = "runed_sense1"
add_overlay(narnar)
return
var/turf/P = get_turf(blood_target)
var/turf/Q = get_turf(mob_viewer)
if(!P || !Q || (P.z != Q.z)) //The target is on a different Z level, we cannot sense that far.
icon_state = "runed_sense2"
desc = "You can no longer sense your target's presence."
return
if(isliving(blood_target))
var/mob/living/real_target = blood_target
desc = "You are currently tracking [real_target.real_name] in [get_area_name(blood_target)]."
else
desc = "You are currently tracking [blood_target] in [get_area_name(blood_target)]."
var/target_angle = Get_Angle(Q, P)
var/target_dist = get_dist(P, Q)
cut_overlays()
switch(target_dist)
if(0 to 1)
icon_state = "runed_sense2"
if(2 to 8)
icon_state = "arrow8"
if(9 to 15)
icon_state = "arrow7"
if(16 to 22)
icon_state = "arrow6"
if(23 to 29)
icon_state = "arrow5"
if(30 to 36)
icon_state = "arrow4"
if(37 to 43)
icon_state = "arrow3"
if(44 to 50)
icon_state = "arrow2"
if(51 to 57)
icon_state = "arrow1"
if(58 to 64)
icon_state = "arrow0"
if(65 to 400)
icon_state = "arrow"
var/difference = target_angle - angle
angle = target_angle
if(!difference)
return
var/matrix/final = matrix(transform)
final.Turn(difference)
animate(src, transform = final, time = 5, loop = 0)
// CLOCKCULT
/obj/screen/alert/clockwork
alerttooltipstyle = "clockcult"
/obj/screen/alert/clockwork/infodump
name = "Global Records"
desc = "You shouldn't be seeing this description, because it should be dynamically generated."
icon_state = "clockinfo"
/obj/screen/alert/clockwork/infodump/MouseEntered(location,control,params)
if(GLOB.ratvar_awakens)
desc = "<font size=3><b>CHETR<br>NYY<br>HAGEHUGF-NAQ-UBABE<br>RATVAR.</b></font>"
else
var/servants = 0
var/list/textlist = list()
for(var/mob/living/L in GLOB.alive_mob_list)
if(is_servant_of_ratvar(L))
servants++
var/datum/antagonist/clockcult/C = mob_viewer.mind.has_antag_datum(/datum/antagonist/clockcult,TRUE)
if(C && C.clock_team)
textlist += "[C.clock_team.eminence ? "There is an Eminence." : "<b>There is no Eminence! Get one ASAP!</b>"]<br>"
textlist += "There are currently <b>[servants]</b> servant[servants > 1 ? "s" : ""] of Ratvar.<br>"
for(var/i in SSticker.scripture_states)
if(i != SCRIPTURE_DRIVER) //ignore the always-unlocked stuff
textlist += "[i] Scripture: <b>[SSticker.scripture_states[i] ? "UNLOCKED":"LOCKED"]</b><br>"
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
if(G)
var/time_info = G.get_arrival_time(FALSE)
var/time_name
if(G.seconds_until_activation)
time_name = "until the Ark activates"
else if(G.progress_in_seconds)
time_name = "until the Ark finishes summoning"
if(time_info)
textlist += "<b>[time_info / 60] minutes</b> [time_name].<br>"
textlist += "<b>[DisplayPower(get_clockwork_power())] / [DisplayPower(MAX_CLOCKWORK_POWER)]</b> power available for use."
desc = textlist.Join()
..()
//GUARDIANS
/obj/screen/alert/cancharge
name = "Charge Ready"
desc = "You are ready to charge at a location!"
icon_state = "guardian_charge"
alerttooltipstyle = "parasite"
/obj/screen/alert/canstealth
name = "Stealth Ready"
desc = "You are ready to enter stealth!"
icon_state = "guardian_canstealth"
alerttooltipstyle = "parasite"
/obj/screen/alert/instealth
name = "In Stealth"
desc = "You are in stealth and your next attack will do bonus damage!"
icon_state = "guardian_instealth"
alerttooltipstyle = "parasite"
//SILICONS
/obj/screen/alert/nocell
name = "Missing Power Cell"
desc = "Unit has no power cell. No modules available until a power cell is reinstalled. Robotics may provide assistance."
icon_state = "nocell"
/obj/screen/alert/emptycell
name = "Out of Power"
desc = "Unit's power cell has no charge remaining. No modules available until power cell is recharged. \
Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
icon_state = "emptycell"
/obj/screen/alert/lowcell
name = "Low Charge"
desc = "Unit's power cell is running low. Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
icon_state = "lowcell"
/obj/screen/alert/etherealcharge
name = "Low Blood Charge"
desc = "Your blood's electric charge is running low, find a source of charge for your blood. Use a recharging station found in robotics or the dormitory bathrooms, or eat some Ethereal-friendly food."
icon_state = "etherealcharge"
/obj/screen/alert/ethereal_overcharge
name = "Blood Overcharge"
desc = "Your blood's electric charge is becoming dangerously high, find an outlet for your energy. Use Grab Intent on an APC to channel your energy into it."
icon_state = "ethereal_overcharge"
//Need to cover all use cases - emag, illegal upgrade module, malf AI hack, traitor cyborg
/obj/screen/alert/hacked
name = "Hacked"
desc = "Hazardous non-standard equipment detected. Please ensure any usage of this equipment is in line with unit's laws, if any."
icon_state = "hacked"
/obj/screen/alert/locked
name = "Locked Down"
desc = "Unit has been remotely locked down. Usage of a Robotics Control Console like the one in the Research Director's \
office by your AI master or any qualified human may resolve this matter. Robotics may provide further assistance if necessary."
icon_state = "locked"
/obj/screen/alert/newlaw
name = "Law Update"
desc = "Laws have potentially been uploaded to or removed from this unit. Please be aware of any changes \
so as to remain in compliance with the most up-to-date laws."
icon_state = "newlaw"
timeout = 300
/obj/screen/alert/hackingapc
name = "Hacking APC"
desc = "An Area Power Controller is being hacked. When the process is \
complete, you will have exclusive control of it, and you will gain \
additional processing time to unlock more malfunction abilities."
icon_state = "hackingapc"
timeout = 600
var/atom/target = null
/obj/screen/alert/hackingapc/Click()
if(!usr || !usr.client)
return
if(!target)
return
var/mob/living/silicon/ai/AI = usr
var/turf/T = get_turf(target)
if(T)
AI.eyeobj.setLoc(T)
//MECHS
/obj/screen/alert/low_mech_integrity
name = "Mech Damaged"
desc = "Mech integrity is low."
icon_state = "low_mech_integrity"
//GHOSTS
//TODO: expand this system to replace the pollCandidates/CheckAntagonist/"choose quickly"/etc Yes/No messages
/obj/screen/alert/notify_cloning
name = "Revival"
desc = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!"
icon_state = "template"
timeout = 300
/obj/screen/alert/notify_cloning/Click()
if(!usr || !usr.client)
return
var/mob/dead/observer/G = usr
G.reenter_corpse()
/obj/screen/alert/notify_action
name = "Body created"
desc = "A body was created. You can enter it."
icon_state = "template"
timeout = 300
var/atom/target = null
var/action = NOTIFY_JUMP
/obj/screen/alert/notify_action/Click()
if(!usr || !usr.client)
return
if(!target)
return
var/mob/dead/observer/G = usr
if(!istype(G))
return
switch(action)
if(NOTIFY_ATTACK)
target.attack_ghost(G)
if(NOTIFY_JUMP)
var/turf/T = get_turf(target)
if(T && isturf(T))
G.forceMove(T)
if(NOTIFY_ORBIT)
G.ManualFollow(target)
//OBJECT-BASED
/obj/screen/alert/restrained/buckled
name = "Buckled"
desc = "You've been buckled to something. Click the alert to unbuckle unless you're handcuffed."
icon_state = "buckled"
/obj/screen/alert/restrained/handcuffed
name = "Handcuffed"
desc = "You're handcuffed and can't act. If anyone drags you, you won't be able to move. Click the alert to free yourself."
/obj/screen/alert/restrained/legcuffed
name = "Legcuffed"
desc = "You're legcuffed, which slows you down considerably. Click the alert to free yourself."
/obj/screen/alert/restrained/Click()
var/mob/living/L = usr
if(!istype(L) || !L.can_resist())
return
L.MarkResistTime()
return L.resist_restraints()
/obj/screen/alert/restrained/buckled/Click()
var/mob/living/L = usr
if(!istype(L) || !L.can_resist())
return
L.MarkResistTime()
return L.resist_buckle()
/obj/screen/alert/shoes/untied
name = "Untied Shoes"
desc = "Your shoes are untied! Click the alert or your shoes to tie them."
icon_state = "shoealert"
/obj/screen/alert/shoes/knotted
name = "Knotted Shoes"
desc = "Someone tied your shoelaces together! Click the alert or your shoes to undo the knot."
icon_state = "shoealert"
/obj/screen/alert/shoes/Click()
var/mob/living/carbon/C = usr
if(!istype(C) || !C.can_resist() || C != mob_viewer || !C.shoes)
return
C.MarkResistTime()
C.shoes.handle_tying(C)
// PRIVATE = only edit, use, or override these if you're editing the system as a whole
// Re-render all alerts - also called in /datum/hud/show_hud() because it's needed there
/datum/hud/proc/reorganize_alerts()
var/list/alerts = mymob.alerts
if(!hud_shown)
for(var/i = 1, i <= alerts.len, i++)
mymob.client.screen -= alerts[alerts[i]]
return 1
for(var/i = 1, i <= alerts.len, i++)
var/obj/screen/alert/alert = alerts[alerts[i]]
if(alert.icon_state == "template")
alert.icon = ui_style
switch(i)
if(1)
. = ui_alert1
if(2)
. = ui_alert2
if(3)
. = ui_alert3
if(4)
. = ui_alert4
if(5)
. = ui_alert5 // Right now there's 5 slots
else
. = ""
alert.screen_loc = .
mymob.client.screen |= alert
return 1
/obj/screen/alert/Click(location, control, params)
if(!usr || !usr.client)
return
var/paramslist = params2list(params)
if(paramslist["shift"]) // screen objects don't do the normal Click() stuff so we'll cheat
to_chat(usr, "<span class='boldnotice'>[name]</span> - <span class='info'>[desc]</span>")
return
if(master)
return usr.client.Click(master, location, control, params)
/obj/screen/alert/Destroy()
. = ..()
severity = 0
master = null
mob_viewer = null
screen_loc = ""