Immursive Audio 2
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@@ -12,9 +12,14 @@
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layer = HUD_LAYER
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plane = HUD_PLANE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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animate_movement = SLIDE_STEPS
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speech_span = SPAN_ROBOT
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vis_flags = VIS_INHERIT_PLANE
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appearance_flags = APPEARANCE_UI
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var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
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var/datum/hud/hud = null // A reference to the owner HUD, if any.
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/// A reference to the object in the slot. Grabs or items, generally.
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var/obj/master = null
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/// A reference to the owner HUD, if any.
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var/datum/hud/hud = null
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/**
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* Map name assigned to this object.
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* Automatically set by /client/proc/add_obj_to_map.
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@@ -60,7 +65,17 @@
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name = "swap hand"
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/obj/screen/swap_hand/Click()
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usr.swap_hand()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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// if(world.time <= usr.next_move)
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// return 1
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if(usr.incapacitated())
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return 1
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if(ismob(usr))
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var/mob/M = usr
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M.swap_hand()
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return 1
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/obj/screen/craft
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@@ -96,17 +111,27 @@
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H.open_language_menu(usr)
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/obj/screen/inventory
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var/slot_id // The indentifier for the slot. It has nothing to do with ID cards.
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var/icon_empty // Icon when empty. For now used only by humans.
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var/icon_full // Icon when contains an item. For now used only by humans.
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/// The identifier for the slot. It has nothing to do with ID cards.
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var/slot_id
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/// Icon when empty. For now used only by humans.
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var/icon_empty
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/// Icon when contains an item. For now used only by humans.
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var/icon_full
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/// The overlay when hovering over with an item in your hand
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var/list/object_overlays = list()
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layer = HUD_LAYER
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plane = HUD_PLANE
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/obj/screen/inventory/Click(location, control, params)
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if(hud?.mymob && (hud.mymob != usr))
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return
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// just redirect clicks
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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// if(world.time <= usr.next_move)
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// return TRUE
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if(usr.incapacitated()) // ignore_stasis = TRUE
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return TRUE
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if(ismecha(usr.loc)) // stops inventory actions in a mech
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return TRUE
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if(hud?.mymob && slot_id)
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var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
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@@ -150,12 +175,13 @@
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var/image/item_overlay = image(holding)
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item_overlay.alpha = 92
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if(!user.can_equip(holding, slot_id, TRUE, TRUE, TRUE))
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if(!user.can_equip(holding, slot_id, TRUE))
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item_overlay.color = "#FF0000"
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else
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item_overlay.color = "#00ff00"
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object_overlays += item_overlay
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cut_overlay(object_overlays)
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// object_overlay = item_overlay
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add_overlay(object_overlays)
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/obj/screen/inventory/hand
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@@ -187,10 +213,17 @@
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/obj/screen/inventory/hand/Click(location, control, params)
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if(hud?.mymob && (hud.mymob != usr))
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return
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var/mob/user = hud.mymob
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// just redirect clicks
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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var/mob/user = hud?.mymob
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if(usr != user)
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return TRUE
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// if(world.time <= user.next_move)
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// return TRUE
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if(user.incapacitated())
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return TRUE
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if (ismecha(user.loc)) // stops inventory actions in a mech
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return TRUE
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if(user.active_hand_index == held_index)
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var/obj/item/I = user.get_active_held_item()
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