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* Nanotrasen fires the Wave Motion Gun at the Clock Cult * Fixes a random changelog appearing from the reebe void. * Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it. * Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter. * why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron * Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
88 lines
2.7 KiB
Plaintext
88 lines
2.7 KiB
Plaintext
// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list
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// note: if you add more HUDs, even for non-human atoms, make sure to use unique numbers for the defines!
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// /datum/atom_hud expects these to be unique
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// these need to be strings in order to make them associative lists
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/// dead, alive, sick, health status
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#define HEALTH_HUD "1"
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/// a simple line rounding the mob's number health
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#define STATUS_HUD "2"
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/// the job asigned to your ID
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#define ID_HUD "3"
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/// wanted, released, parroled, security status
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#define WANTED_HUD "4"
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/// loyality implant
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#define IMPLOYAL_HUD "5"
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/// chemical implant
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#define IMPCHEM_HUD "6"
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/// tracking implant
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#define IMPTRACK_HUD "7"
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/// Silicon/Mech/Circuit Status
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#define DIAG_STAT_HUD "8"
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/// Silicon health bar
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#define DIAG_HUD "9"
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/// Borg/Mech/Circutry power meter
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#define DIAG_BATT_HUD "10"
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/// Mech health bar
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#define DIAG_MECH_HUD "11"
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/// Bot HUDs
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#define DIAG_BOT_HUD "12"
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/// Circuit assembly health bar
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#define DIAG_CIRCUIT_HUD "13"
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/// Mech/Silicon tracking beacon, Circutry long range icon
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#define DIAG_TRACK_HUD "14"
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/// Airlock shock overlay
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#define DIAG_AIRLOCK_HUD "15"
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/// Bot path indicators
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#define DIAG_PATH_HUD "16"
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/// Gland indicators for abductors
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#define GLAND_HUD "17"
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#define SENTIENT_DISEASE_HUD "18"
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#define AI_DETECT_HUD "19"
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#define NANITE_HUD "20"
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#define DIAG_NANITE_FULL_HUD "21"
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/// Displays launchpads' targeting reticle
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#define DIAG_LAUNCHPAD_HUD "22"
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//for antag huds. these are used at the /mob level
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#define ANTAG_HUD "23"
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//by default everything in the hud_list of an atom is an image
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//a value in hud_list with one of these will change that behavior
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#define HUD_LIST_LIST 1
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//data HUD (medhud, sechud) defines
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//Don't forget to update human/New() if you change these!
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#define DATA_HUD_SECURITY_BASIC 1
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#define DATA_HUD_SECURITY_ADVANCED 2
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#define DATA_HUD_MEDICAL_BASIC 3
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#define DATA_HUD_MEDICAL_ADVANCED 4
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#define DATA_HUD_DIAGNOSTIC_BASIC 5
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#define DATA_HUD_DIAGNOSTIC_ADVANCED 6
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#define DATA_HUD_ABDUCTOR 7
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#define DATA_HUD_SENTIENT_DISEASE 8
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#define DATA_HUD_AI_DETECT 9
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//antag HUD defines
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#define ANTAG_HUD_CULT 10
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#define ANTAG_HUD_REV 11
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#define ANTAG_HUD_OPS 12
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#define ANTAG_HUD_WIZ 13
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#define ANTAG_HUD_SHADOW 14
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#define ANTAG_HUD_TRAITOR 15
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#define ANTAG_HUD_NINJA 16
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#define ANTAG_HUD_CHANGELING 17
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#define ANTAG_HUD_ABDUCTOR 18
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#define ANTAG_HUD_DEVIL 19
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#define ANTAG_HUD_SINTOUCHED 20
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#define ANTAG_HUD_SOULLESS 21
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#define ANTAG_HUD_BROTHER 22
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#define ANTAG_HUD_OBSESSED 23
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#define ANTAG_HUD_FUGITIVE 24
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// Notification action types
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#define NOTIFY_JUMP "jump"
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#define NOTIFY_ATTACK "attack"
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#define NOTIFY_ORBIT "orbit"
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/// cooldown for being shown the images for any particular data hud
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#define ADD_HUD_TO_COOLDOWN 20
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