Files
vgstation13/code/_onclick/hud/screen_objects.dm

805 lines
24 KiB
Plaintext

/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/obj/screen
name = ""
icon = 'icons/mob/screen1.dmi'
layer = 20.0
unacidable = 1
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
var/gun_click_time = -100 //I'm lazy.
/obj/screen/Destroy()
master = null
..()
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/obj/screen/schematics
var/datum/rcd_schematic/ourschematic
/obj/screen/schematics/New(var/atom/loc, var/datum/rcd_schematic/ourschematic)
if(!ourschematic)
qdel(src)
return
..()
src.ourschematic = ourschematic
icon = ourschematic.icon
icon_state = ourschematic.icon_state
name = ourschematic.name
transform = transform*0.8
/obj/screen/schematics/Click()
if(ourschematic)
ourschematic.clicked(usr)
/obj/screen/schematics/Destroy()
ourschematic = null
..()
/obj/screen/proc/pool_on_reset() //This proc should be redefined to 0 for ANY obj/screen that is shared between more than 1 mob, ie storage screens
. = 1
/obj/screen/inventory
var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
/obj/screen/close
name = "close"
/obj/screen/close/Click()
if(master)
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
S.close(usr)
else if(istype(master,/obj/item/clothing/suit/storage))
var/obj/item/clothing/suit/storage/S = master
S.close(usr)
else if(istype(master, /obj/item/device/rcd))
var/obj/item/device/rcd/rcd = master
rcd.show_default(usr)
return 1
/obj/screen/close/pool_on_reset()
. = 0
/obj/screen/item_action
icon_state = "template"
var/obj/item/owner
var/image/overlay
/obj/screen/item_action/New(var/atom/loc, var/obj/item/I)
..()
owner = I
name = I.action_button_name
overlay = image(loc = src, layer=src.layer+1)
overlay.appearance = I.appearance
overlay.name = I.action_button_name
overlay.dir = SOUTH
/obj/screen/item_action/Destroy()
..()
owner = null
if(overlay != null)
overlay.loc = null
overlay = null
/obj/screen/item_action/Click()
if(!usr || !owner)
return 1
if(usr.attack_delayer.blocked())
return
//usr.next_move = world.time + 6
if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
return 1
if(!(owner in usr))
return 1
owner.ui_action_click()
return 1
//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
/mob/proc/update_action_buttons()
return
/obj/screen/grab
name = "grab"
/obj/screen/grab/Click()
var/obj/item/weapon/grab/G = master
G.s_click(src)
return 1
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/storage
name = "storage"
/obj/screen/storage/Click(location, control, params)
if(usr.attack_delayer.blocked())
return
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(master)
var/obj/item/I = usr.get_active_hand()
if(I)
master.attackby(I, usr, params)
//usr.next_move = world.time+2
return 1
/obj/screen/storage/pool_on_reset()
. = 0
/obj/screen/gun
name = "gun"
icon = 'icons/mob/screen1.dmi'
master = null
dir = 2
move
name = "Allow Walking"
icon_state = "no_walk0"
screen_loc = ui_gun2
run
name = "Allow Running"
icon_state = "no_run0"
screen_loc = ui_gun3
item
name = "Allow Item Use"
icon_state = "no_item0"
screen_loc = ui_gun1
mode
name = "Toggle Gun Mode"
icon_state = "gun0"
screen_loc = ui_gun_select
//dir = 1
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/selecting = "chest"
/obj/screen/zone_sel/Click(location, control,params)
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/old_selecting = selecting //We're only going to update_icon() if there's been a change
switch(icon_y)
if(1 to 3) //Feet
switch(icon_x)
if(10 to 15)
selecting = "r_foot"
if(17 to 22)
selecting = "l_foot"
else
return 1
if(4 to 9) //Legs
switch(icon_x)
if(10 to 15)
selecting = "r_leg"
if(17 to 22)
selecting = "l_leg"
else
return 1
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
selecting = "r_hand"
if(12 to 20)
selecting = "groin"
if(21 to 24)
selecting = "l_hand"
else
return 1
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "chest"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
selecting = "head"
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
selecting = "mouth"
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
selecting = "eyes"
if(25 to 27)
if(icon_x in 15 to 17)
selecting = "eyes"
if(old_selecting != selecting)
update_icon()
return 1
/obj/screen/zone_sel/update_icon()
overlays.len = 0
overlays += image('icons/mob/zone_sel.dmi', "[selecting]")
/obj/screen/Click(location, control, params)
if(!usr) return 1
switch(name)
if("toggle")
if(usr.hud_used.inventory_shown)
usr.hud_used.inventory_shown = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.inventory_shown = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.hidden_inventory_update()
if("equip")
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.quick_equip()
if("resist")
if(isliving(usr))
var/mob/living/L = usr
L.resist()
if("mov_intent")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
to_chat(C, "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>")
C.m_intent = "walk" //Just incase
C.hud_used.move_intent.icon_state = "walking"
return 1
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if(istype(usr,/mob/living/carbon/alien/humanoid))
usr.update_icons()
if("m_intent")
if(!usr.m_int)
switch(usr.m_intent)
if("run")
usr.m_int = "13,14"
if("walk")
usr.m_int = "14,14"
if("face")
usr.m_int = "15,14"
else
usr.m_int = null
if("walk")
usr.m_intent = "walk"
usr.m_int = "14,14"
if("face")
usr.m_intent = "face"
usr.m_int = "15,14"
if("run")
usr.m_intent = "run"
usr.m_int = "13,14"
if("Reset Machine")
usr.unset_machine()
if("internal")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
if(C.internal)
C.internal = null
to_chat(C, "<span class='notice'>No longer running on internals.</span>")
if(C.internals)
C.internals.icon_state = "internal0"
else
if(!istype(C.wear_mask, /obj/item/clothing/mask))
to_chat(C, "<span class='notice'>You are not wearing a mask.</span>")
return 1
else
var/list/nicename = null
var/list/tankcheck = null
var/breathes = "oxygen" //default, we'll check later
var/list/contents = list()
if(ishuman(C))
var/mob/living/carbon/human/H = C
breathes = H.species.breath_type
nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
else
nicename = list("Right Hand", "Left Hand", "Back")
tankcheck = list(C.r_hand, C.l_hand, C.back)
for(var/i=1, i<tankcheck.len+1, ++i)
if(istype(tankcheck[i], /obj/item/weapon/tank))
var/obj/item/weapon/tank/t = tankcheck[i]
if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name)
contents.Add(t.air_contents.total_moles) //Someone messed with the tank and put unknown gasses
continue //in it, so we're going to believe the tank is what it says it is
switch(breathes)
//These tanks we're sure of their contents
if("nitrogen") //So we're a bit more picky about them.
if(t.air_contents.nitrogen && !t.air_contents.oxygen)
contents.Add(t.air_contents.nitrogen)
else
contents.Add(0)
if ("oxygen")
if(t.air_contents.oxygen && !t.air_contents.toxins)
contents.Add(t.air_contents.oxygen)
else
contents.Add(0)
// No races breath this, but never know about downstream servers.
if ("carbon dioxide")
if(t.air_contents.carbon_dioxide && !t.air_contents.toxins)
contents.Add(t.air_contents.carbon_dioxide)
else
contents.Add(0)
// ACK ACK ACK Plasmen
if ("plasma")
if(t.air_contents.toxins)
contents.Add(t.air_contents.toxins)
else
contents.Add(0)
else
//no tank so we set contents to 0
contents.Add(0)
//Alright now we know the contents of the tanks so we have to pick the best one.
var/best = 0
var/bestcontents = 0
for(var/i=1, i < contents.len + 1 , ++i)
if(!contents[i])
continue
if(contents[i] > bestcontents)
best = i
bestcontents = contents[i]
//We've determined the best container now we set it as our internals
if(best)
to_chat(C, "<span class='notice'>You are now running on internals from [tankcheck[best]] on your [nicename[best]].</span>")
C.internal = tankcheck[best]
if(C.internal)
if(C.internals)
C.internals.icon_state = "internal1"
else
to_chat(C, "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>")
if("act_intent")
usr.a_intent_change("right")
if("help")
usr.a_intent = I_HELP
usr.hud_used.action_intent.icon_state = "intent_help"
if("harm")
usr.a_intent = I_HURT
usr.hud_used.action_intent.icon_state = "intent_hurt"
if("grab")
usr.a_intent = I_GRAB
usr.hud_used.action_intent.icon_state = "intent_grab"
if("disarm")
usr.a_intent = I_DISARM
usr.hud_used.action_intent.icon_state = "intent_disarm"
if("pull")
usr.stop_pulling()
if("throw")
if(!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
usr.drop_item_v()
if("module")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.hud_used.toggle_show_robot_modules()
return 1
R:pick_module()
if("radio")
if(issilicon(usr))
usr:radio_menu()
if("panel")
if(issilicon(usr))
usr:installed_modules()
if("store")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
R.uneq_active()
if(INV_SLOT_TOOL)
if(istype(usr, /mob/living/silicon/robot/mommi))
usr:toggle_module(INV_SLOT_TOOL)
if(INV_SLOT_SIGHT)
if(isrobot(usr))
var/mob/living/silicon/robot/person = usr
person.sensor_mode()
person.update_sight_hud()
if("module1")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(1)
if("module2")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(2)
if("module3")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(3)
if("AI Core")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.view_core()
if("Show Camera List")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
var/camera = input(AI, "Choose which camera you want to view", "Cameras") as null|anything in AI.get_camera_list()
AI.ai_camera_list(camera)
if("Track With Camera")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
var/target_name = input(AI, "Choose who you want to track", "Tracking") as null|anything in AI.trackable_mobs()
AI.ai_camera_track(target_name)
if("Toggle Camera Light")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.toggle_camera_light()
if("Show Crew Manifest")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_roster()
if("Show Alerts")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_alerts()
if("Announcement")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.announcement()
if("Call Emergency Shuttle")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_call_shuttle()
if("State Laws")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.checklaws()
if("PDA - Send Message")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.cmd_send_pdamesg()
if("PDA - Show Message Log")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.cmd_show_message_log()
if("Take Image")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.aicamera.toggle_camera_mode()
if("View Images")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.aicamera.viewpictures()
if("Allow Walking")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
to_chat(usr, "You need your gun in your active hand to do that!")
return
usr.client.AllowTargetMove()
gun_click_time = world.time
if("Disallow Walking")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
to_chat(usr, "You need your gun in your active hand to do that!")
return
usr.client.AllowTargetMove()
gun_click_time = world.time
if("Allow Running")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
to_chat(usr, "You need your gun in your active hand to do that!")
return
usr.client.AllowTargetRun()
gun_click_time = world.time
if("Disallow Running")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
to_chat(usr, "You need your gun in your active hand to do that!")
return
usr.client.AllowTargetRun()
gun_click_time = world.time
if("Allow Item Use")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
to_chat(usr, "You need your gun in your active hand to do that!")
return
usr.client.AllowTargetClick()
gun_click_time = world.time
if("Disallow Item Use")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
to_chat(usr, "You need your gun in your active hand to do that!")
return
usr.client.AllowTargetClick()
gun_click_time = world.time
if("Toggle Gun Mode")
usr.client.ToggleGunMode()
if("uniform")
if(ismonkey(usr))
var/mob/living/carbon/monkey/M = usr
if(M.canWearClothes)
if (!M.get_active_hand())
M.wearclothes(null)
else if (istype(M.get_active_hand(), /obj/item/clothing/monkeyclothes))
M.wearclothes(M.get_active_hand())
if("hat")
if(ismonkey(usr))
var/mob/living/carbon/monkey/M = usr
if(M.canWearHats)
if (!M.get_active_hand())
M.wearhat(null)
else if (istype(M.get_active_hand(), /obj/item/clothing/head))
M.wearhat(M.get_active_hand())
if("glasses")
if(ismonkey(usr))
var/mob/living/carbon/monkey/M = usr
if(M.canWearGlasses)
if (!M.get_active_hand())
M.wearglasses(null)
else if (istype(M.get_active_hand(), /obj/item/clothing/glasses))
M.wearglasses(M.get_active_hand())
////////////ADMINBUS HUD ICONS////////////
if("Delete Bus")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Adminbus_Deletion(usr)
if("Delete Mobs")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.remove_mobs(usr)
if("Spawn Clowns")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.spawn_mob(usr,1,5)
if("Spawn Carps")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.spawn_mob(usr,2,5)
if("Spawn Bears")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.spawn_mob(usr,3,5)
if("Spawn Trees")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.spawn_mob(usr,4,5)
if("Spawn Spiders")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.spawn_mob(usr,5,5)
if("Spawn Large Alien Queen")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.spawn_mob(usr,6,1)
if("Spawn Loads of Captain Spare IDs")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.loadsa_goodies(usr,1)
if("Spawn Loads of Money")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.loadsa_goodies(usr,2)
if("Repair Surroundings")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Mass_Repair(usr)
if("Mass Rejuvination")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.mass_rejuvinate(usr)
if("Singularity Hook")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.throw_hookshot(usr)
if("Adminbus-mounted Jukebox")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Mounted_Jukebox(usr)
if("Teleportation")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Teleportation(usr)
if("Release Passengers")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.release_passengers(usr)
if("Send Passengers Back Home")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Send_Home(usr)
if("Antag Madness!")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Make_Antag(usr)
if("Give Infinite Laser Guns to the Passengers")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.give_lasers(usr)
if("Delete the given Infinite Laser Guns")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.delete_lasers(usr)
if("Give Fuse-Bombs to the Passengers")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.give_bombs(usr)
if("Delete the given Fuse-Bombs")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.delete_bombs(usr)
if("Send Passengers to the Thunderdome's Red Team")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Sendto_Thunderdome_Arena_Red(usr)
if("Split the Passengers between the two Thunderdome Teams")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Sendto_Thunderdome_Arena(usr)
if("Send Passengers to the Thunderdome's Green Team")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Sendto_Thunderdome_Arena_Green(usr)
if("Send Passengers to the Thunderdome's Observers' Lodge")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.Sendto_Thunderdome_Obs(usr)
if("Capture Mobs")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.toggle_bumpers(usr,1)
if("Hit Mobs")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.toggle_bumpers(usr,2)
if("Gib Mobs")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.toggle_bumpers(usr,3)
if("Close Door")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.toggle_door(usr,0)
if("Open Door")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.toggle_door(usr,1)
if("Turn Off Headlights")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.toggle_lights(usr,0)
if("Dipped Headlights")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.toggle_lights(usr,1)
if("Main Headlights")
if(usr.locked_to && istype(usr.locked_to, /obj/structure/bed/chair/vehicle/adminbus))
var/obj/structure/bed/chair/vehicle/adminbus/A = usr.locked_to
A.toggle_lights(usr,2)
else
return 0
return 1
/obj/screen/inventory/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(usr.attack_delayer.blocked())
return
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
switch(name)
if("r_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("r")
//usr.next_move = world.time+2
if("l_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("l")
//usr.next_move = world.time+2
if("swap")
usr:swap_hand()
if("hand")
usr:swap_hand()
else
if(usr.attack_ui(slot_id))
usr.update_inv_l_hand(0)
usr.update_inv_r_hand(0)
usr.delayNextAttack(6)
return 1
client/proc/reset_screen()
for(var/obj/screen/objects in src.screen)
if(objects.pool_on_reset())
returnToPool(objects)
src.screen = null