Merge pull request #15990 from SandPoot/lobby-collapse
Collapsible lobby buttons
This commit is contained in:
4
code/__DEFINES/dcs/signals/signals_hud.dm
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4
code/__DEFINES/dcs/signals/signals_hud.dm
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@@ -0,0 +1,4 @@
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/// Sent from /atom/movable/screen/lobby/button/collapse/proc/collapse_buttons() : ()
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#define COMSIG_HUD_LOBBY_COLLAPSED "hud_lobby_collapsed"
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/// Sent from /atom/movable/screen/lobby/button/collapse/proc/expand_buttons() : ()
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#define COMSIG_HUD_LOBBY_EXPANDED "hud_lobby_expanded"
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@@ -187,8 +187,14 @@
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#define ABOVE_HUD_LAYER 30
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#define ABOVE_HUD_RENDER_TARGET "ABOVE_HUD_PLANE"
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#define LOBBY_BACKGROUND_LAYER 3
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#define LOBBY_BUTTON_LAYER 4
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///Layer for lobby menu collapse button
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#define LOBBY_BELOW_MENU_LAYER 2
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///Layer for lobby menu background image and main buttons (Join/Ready, Observe, Charater Prefs)
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#define LOBBY_MENU_LAYER 3
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///Layer for lobby menu shutter, which covers up the menu to collapse/expand it
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#define LOBBY_SHUTTER_LAYER 4
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///Layer for lobby menu buttons that are hanging away from and lower than the main panel
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#define LOBBY_BOTTOM_BUTTON_LAYER 5
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#define SPLASHSCREEN_LAYER 90
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#define SPLASHSCREEN_PLANE 90
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34
code/__byond_version_compat.dm
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34
code/__byond_version_compat.dm
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@@ -0,0 +1,34 @@
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// So we want to have compile time guarantees these methods exist on local type, unfortunately 515 killed the .proc/procname and .verb/verbname syntax so we have to use nameof()
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// For the record: GLOBAL_VERB_REF would be useless as verbs can't be global.
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#if DM_VERSION < 515
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/// Call by name proc references, checks if the proc exists on either this type or as a global proc.
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#define PROC_REF(X) (.proc/##X)
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/// Call by name verb references, checks if the verb exists on either this type or as a global verb.
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#define VERB_REF(X) (.verb/##X)
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/// Call by name proc reference, checks if the proc exists on either the given type or as a global proc
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#define TYPE_PROC_REF(TYPE, X) (##TYPE.proc/##X)
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/// Call by name verb reference, checks if the verb exists on either the given type or as a global verb
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#define TYPE_VERB_REF(TYPE, X) (##TYPE.verb/##X)
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/// Call by name proc reference, checks if the proc is an existing global proc
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#define GLOBAL_PROC_REF(X) (/proc/##X)
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#else
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/// Call by name proc references, checks if the proc exists on either this type or as a global proc.
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#define PROC_REF(X) (nameof(.proc/##X))
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/// Call by name verb references, checks if the verb exists on either this type or as a global verb.
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#define VERB_REF(X) (nameof(.verb/##X))
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/// Call by name proc reference, checks if the proc exists on either the given type or as a global proc
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#define TYPE_PROC_REF(TYPE, X) (nameof(##TYPE.proc/##X))
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/// Call by name verb reference, checks if the verb exists on either the given type or as a global verb
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#define TYPE_VERB_REF(TYPE, X) (nameof(##TYPE.verb/##X))
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/// Call by name proc reference, checks if the proc is an existing global proc
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#define GLOBAL_PROC_REF(X) (/proc/##X)
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#endif
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@@ -1,12 +1,20 @@
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#define SHUTTER_MOVEMENT_DURATION 0.4 SECONDS
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#define SHUTTER_WAIT_DURATION 0.2 SECONDS
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/datum/hud/new_player
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///Whether the menu is currently on the client's screen or not
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var/menu_hud_status = TRUE
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/datum/hud/new_player/proc/populate_buttons(mob/dead/new_player/owner)
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var/list/buttons = subtypesof(/atom/movable/screen/lobby)
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for(var/button_type in buttons)
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var/atom/movable/screen/lobby/lobbyscreen = new button_type()
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var/atom/movable/screen/lobby/lobbyscreen = new button_type(our_hud = src)
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lobbyscreen.SlowInit()
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lobbyscreen.hud = src
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static_inventory += lobbyscreen
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if(!lobbyscreen.always_shown)
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lobbyscreen.RegisterSignal(src, COMSIG_HUD_LOBBY_COLLAPSED, TYPE_PROC_REF(/atom/movable/screen/lobby, collapse_button))
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lobbyscreen.RegisterSignal(src, COMSIG_HUD_LOBBY_EXPANDED, TYPE_PROC_REF(/atom/movable/screen/lobby, expand_button))
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if(istype(lobbyscreen, /atom/movable/screen/lobby/button))
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var/atom/movable/screen/lobby/button/lobby_button = lobbyscreen
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lobby_button.owner = REF(owner)
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@@ -14,15 +22,35 @@
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/atom/movable/screen/lobby
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plane = SPLASHSCREEN_PLANE
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layer = LOBBY_BUTTON_LAYER
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layer = LOBBY_MENU_LAYER
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screen_loc = "TOP,CENTER"
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///Whether this HUD element can be hidden from the client's "screen" (moved off-screen) or not
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var/always_shown = FALSE
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/atom/movable/screen/lobby/New(loc, datum/hud/our_hud, ...)
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if(our_hud)
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hud = our_hud
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return ..()
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/// Run sleeping actions after initialize
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/atom/movable/screen/lobby/proc/SlowInit()
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return
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///Animates moving the button off-screen
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/atom/movable/screen/lobby/proc/collapse_button()
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SIGNAL_HANDLER
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//wait for the shutter to come down
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animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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//then pull the buttons up with the shutter
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animate(transform = transform.Translate(x = 0, y = 146), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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///Animates moving the button back into place
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/atom/movable/screen/lobby/proc/expand_button()
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SIGNAL_HANDLER
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//the buttons are off-screen, so we sync them up to come down with the shutter
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animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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/atom/movable/screen/lobby/background
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layer = LOBBY_BACKGROUND_LAYER
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icon = 'icons/hud/lobby/background.dmi'
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icon_state = "background"
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screen_loc = "TOP,CENTER:-61"
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@@ -73,6 +101,7 @@
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return
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icon_state = base_icon_state
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///Updates the button's status: TRUE to enable interaction with the button, FALSE to disable
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/atom/movable/screen/lobby/button/proc/set_button_status(status)
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if(status == enabled)
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return FALSE
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@@ -82,6 +111,7 @@
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///Prefs menu
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/atom/movable/screen/lobby/button/character_setup
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name = "View Character Setup"
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screen_loc = "TOP:-70,CENTER:-54"
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icon = 'icons/hud/lobby/character_setup.dmi'
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icon_state = "character_setup"
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@@ -96,10 +126,12 @@
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///Button that appears before the game has started
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/atom/movable/screen/lobby/button/ready
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name = "Toggle Readiness"
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screen_loc = "TOP:-8,CENTER:-65"
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icon = 'icons/hud/lobby/ready.dmi'
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icon_state = "not_ready"
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base_icon_state = "not_ready"
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///Whether we are readied up for the round or not
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var/ready = FALSE
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/atom/movable/screen/lobby/button/ready/Initialize(mapload)
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@@ -141,6 +173,7 @@
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///Shown when the game has started
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/atom/movable/screen/lobby/button/join
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name = "Join Game"
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screen_loc = "TOP:-13,CENTER:-58"
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icon = 'icons/hud/lobby/join.dmi'
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icon_state = "" //Default to not visible
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@@ -204,6 +237,7 @@
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RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, .proc/show_join_button)
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/atom/movable/screen/lobby/button/observe
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name = "Observe"
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screen_loc = "TOP:-40,CENTER:-54"
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icon = 'icons/hud/lobby/observe.dmi'
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icon_state = "observe_disabled"
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@@ -230,13 +264,18 @@
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set_button_status(TRUE)
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UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_PREGAME, .proc/enable_observing)
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/atom/movable/screen/lobby/button/settings
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//Subtype the bottom buttons away so the collapse/expand shutter goes behind them
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/atom/movable/screen/lobby/button/bottom
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layer = LOBBY_BOTTOM_BUTTON_LAYER
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/settings
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name = "View Game Preferences"
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icon_state = "settings"
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base_icon_state = "settings"
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screen_loc = "TOP:-122,CENTER:+30"
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screen_loc = "TOP:-122,CENTER:+29"
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/atom/movable/screen/lobby/button/settings/Click(location, control, params)
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/atom/movable/screen/lobby/button/bottom/settings/Click(location, control, params)
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. = ..()
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if(!.)
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return
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@@ -244,39 +283,38 @@
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hud.mymob.client.prefs.current_tab = GAME_PREFERENCES_TAB
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hud.mymob.client.prefs.ShowChoices(hud.mymob)
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/atom/movable/screen/lobby/button/changelog_button
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/changelog_button
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name = "View Changelog"
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icon_state = "changelog"
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base_icon_state = "changelog"
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screen_loc ="TOP:-122,CENTER:+58"
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screen_loc ="TOP:-122,CENTER:+57"
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/atom/movable/screen/lobby/button/bottom/changelog_button/Click(location, control, params)
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. = ..()
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usr.client?.changelog()
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/atom/movable/screen/lobby/button/crew_manifest
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/crew_manifest
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name = "View Crew Manifest"
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icon_state = "crew_manifest"
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base_icon_state = "crew_manifest"
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screen_loc = "TOP:-122,CENTER:+2"
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/atom/movable/screen/lobby/button/crew_manifest/Click(location, control, params)
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/atom/movable/screen/lobby/button/bottom/crew_manifest/Click(location, control, params)
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. = ..()
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if(!.)
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return
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var/mob/dead/new_player/new_player = hud.mymob
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new_player.ViewManifest()
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/atom/movable/screen/lobby/button/changelog_button/Click(location, control, params)
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. = ..()
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usr.client?.changelog()
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/atom/movable/screen/lobby/button/poll
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/poll
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name = "View Available Polls"
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icon_state = "poll"
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base_icon_state = "poll"
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screen_loc = "TOP:-122,CENTER:-26"
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///Whether the button should have a New Poll notification overlay
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var/new_poll = FALSE
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/atom/movable/screen/lobby/button/poll/SlowInit(mapload)
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/atom/movable/screen/lobby/button/bottom/poll/SlowInit(mapload)
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. = ..()
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if(!usr)
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return
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@@ -320,14 +358,89 @@
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set_button_status(FALSE)
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return
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/atom/movable/screen/lobby/button/poll/update_overlays()
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/atom/movable/screen/lobby/button/bottom/poll/update_overlays()
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. = ..()
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if(new_poll)
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. += mutable_appearance('icons/hud/lobby/poll_overlay.dmi', "new_poll")
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/atom/movable/screen/lobby/button/poll/Click(location, control, params)
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/atom/movable/screen/lobby/button/bottom/poll/Click(location, control, params)
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. = ..()
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if(!.)
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return
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var/mob/dead/new_player/new_player = hud.mymob
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new_player.handle_player_polling()
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/atom/movable/screen/lobby/button/collapse
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name = "Collapse Lobby Menu"
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icon = 'icons/hud/lobby/collapse_expand.dmi'
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icon_state = "collapse"
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base_icon_state = "collapse"
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layer = LOBBY_BELOW_MENU_LAYER
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screen_loc = "TOP:-82,CENTER:-54"
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always_shown = TRUE
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/atom/movable/screen/lobby/button/collapse/Click(location, control, params)
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. = ..()
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if(!.)
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return
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if(!istype(hud, /datum/hud/new_player))
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return
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var/datum/hud/new_player/our_hud = hud
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base_icon_state = our_hud.menu_hud_status ? "expand" : "collapse"
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name = "[our_hud.menu_hud_status ? "Expand" : "Collapse"] Lobby Menu"
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set_button_status(FALSE)
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//get the shutter object used by our hud
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var/atom/movable/screen/lobby/shutter/menu_shutter = locate(/atom/movable/screen/lobby/shutter) in hud.static_inventory
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//animate the shutter
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menu_shutter.setup_shutter_animation()
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//animate bottom buttons' movement
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if(our_hud.menu_hud_status)
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collapse_menu()
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else
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expand_menu()
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our_hud.menu_hud_status = !our_hud.menu_hud_status
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//re-enable clicking the button when the shutter animation finishes
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//we use sleep here so it can work during game setup, as addtimer would not work until the game would finish setting up
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sleep(2 * SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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set_button_status(TRUE)
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///Moves the button to the top of the screen, leaving only the screen part in view
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///Sends a signal on the hud for the menu hud elements to listen to
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/atom/movable/screen/lobby/button/collapse/proc/collapse_menu()
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SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_COLLAPSED)
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//wait for the shutter to come down
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animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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//then pull the button up with the shutter and leave it on the edge of the screen
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animate(transform = transform.Translate(x = 0, y = 134), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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///Extends the button back to its usual spot
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///Sends a signal on the hud for the menu hud elements to listen to
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/atom/movable/screen/lobby/button/collapse/proc/expand_menu()
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SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_EXPANDED)
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animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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/atom/movable/screen/lobby/shutter
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icon = 'icons/hud/lobby/shutter.dmi'
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icon_state = "shutter"
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base_icon_state = "shutter"
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screen_loc = "TOP:+143,CENTER:-73" //"home" position is off-screen
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layer = LOBBY_SHUTTER_LAYER
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always_shown = TRUE
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///Sets up the shutter pulling down and up. It's the same animation for both collapsing and expanding the menu.
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/atom/movable/screen/lobby/shutter/proc/setup_shutter_animation()
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//bring down the shutter
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animate(src, transform = transform.Translate(x = 0, y = -143), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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//wait a little bit before bringing the shutter up
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animate(transform = transform, time = SHUTTER_WAIT_DURATION)
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//pull the shutter back off-screen
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animate(transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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#undef SHUTTER_MOVEMENT_DURATION
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#undef SHUTTER_WAIT_DURATION
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@@ -1,6 +1,9 @@
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///Cooldown for the Reset Lobby Menu HUD verb
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#define RESET_HUD_INTERVAL 15 SECONDS
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/mob/dead/new_player
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var/ready = 0
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var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
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///Referenced when you want to delete the new_player later on in the code.
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var/spawning = 0
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flags_1 = NONE
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@@ -11,13 +14,16 @@
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hud_type = /datum/hud/new_player
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hud_possible = list()
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var/mob/living/new_character //for instant transfer once the round is set up
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///For instant transfer once the round is set up
|
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var/mob/living/new_character
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||||
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//Used to make sure someone doesn't get spammed with messages if they're ineligible for roles
|
||||
///Used to make sure someone doesn't get spammed with messages if they're ineligible for roles
|
||||
var/ineligible_for_roles = FALSE
|
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|
||||
//is there a result we want to read from the age gate
|
||||
///Is there a result we want to read from the age gate
|
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var/age_gate_result
|
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///Cooldown for the Reset Lobby Menu HUD verb
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COOLDOWN_DECLARE(reset_hud_cooldown)
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||||
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/mob/dead/new_player/Initialize(mapload)
|
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if(client && SSticker.state == GAME_STATE_STARTUP)
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@@ -34,6 +40,7 @@
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. = ..()
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||||
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GLOB.new_player_list += src
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add_verb(src, /mob/dead/new_player/proc/reset_menu_hud)
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/mob/dead/new_player/Destroy()
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GLOB.new_player_list -= src
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@@ -351,6 +358,11 @@
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return
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to_chat(src, "<span class='notice'>Vote successful.</span>")
|
||||
|
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/mob/dead/new_player/get_status_tab_items()
|
||||
. = ..()
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if(!SSticker.HasRoundStarted()) //only show this when the round hasn't started yet
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||||
. += "Readiness status: [ready ? "" : "Not "]Readied Up!"
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||||
|
||||
//When you cop out of the round (NB: this HAS A SLEEP FOR PLAYER INPUT IN IT)
|
||||
/mob/dead/new_player/proc/make_me_an_observer()
|
||||
if(QDELETED(src) || !src.client)
|
||||
@@ -579,14 +591,14 @@
|
||||
if(job_datum && IsJobUnavailable(job_datum.title, TRUE) == JOB_AVAILABLE)
|
||||
// Get currently occupied slots
|
||||
var/num_positions_current = job_datum.current_positions
|
||||
|
||||
|
||||
// Get total slots that can be occupied
|
||||
var/num_positions_total = job_datum.total_positions
|
||||
|
||||
|
||||
// Change to lemniscate for infinite-slot jobs
|
||||
// This variable should only used to display text!
|
||||
num_positions_total = (num_positions_total == -1 ? "∞" : num_positions_total)
|
||||
|
||||
|
||||
var/command_bold = ""
|
||||
if(job in GLOB.command_positions)
|
||||
command_bold = " command"
|
||||
@@ -752,3 +764,21 @@
|
||||
|
||||
return FALSE //This is the only case someone should actually be completely blocked from antag rolling as well
|
||||
return TRUE
|
||||
|
||||
///Resets the Lobby Menu HUD, recreating and reassigning it to the new player
|
||||
/mob/dead/new_player/proc/reset_menu_hud()
|
||||
set name = "Reset Lobby Menu HUD"
|
||||
set category = "OOC"
|
||||
var/mob/dead/new_player/new_player = usr
|
||||
if(!COOLDOWN_FINISHED(new_player, reset_hud_cooldown))
|
||||
to_chat(new_player, span_warning("You must wait <b>[DisplayTimeText(COOLDOWN_TIMELEFT(new_player, reset_hud_cooldown))]</b> before resetting the Lobby Menu HUD again!"))
|
||||
return
|
||||
if(!new_player?.client)
|
||||
return
|
||||
COOLDOWN_START(new_player, reset_hud_cooldown, RESET_HUD_INTERVAL)
|
||||
qdel(new_player.hud_used)
|
||||
create_mob_hud()
|
||||
to_chat(new_player, span_info("Lobby Menu HUD reset. You may reset the HUD again in <b>[DisplayTimeText(RESET_HUD_INTERVAL)]</b>."))
|
||||
hud_used.show_hud(hud_used.hud_version)
|
||||
|
||||
#undef RESET_HUD_INTERVAL
|
||||
|
||||
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icons/hud/lobby/collapse_expand.dmi
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icons/hud/lobby/collapse_expand.dmi
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icons/hud/lobby/shutter.dmi
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icons/hud/lobby/shutter.dmi
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|
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@@ -16,6 +16,7 @@
|
||||
// BEGIN_INCLUDE
|
||||
#include "_maps\_basemap.dm"
|
||||
#include "_maps\map_files\FestiveBall\doorButtonOrganizer.dm"
|
||||
#include "code\__byond_version_compat.dm"
|
||||
#include "code\_compile_options.dm"
|
||||
#include "code\world.dm"
|
||||
#include "code\__DEFINES\_auxtools.dm"
|
||||
@@ -159,6 +160,7 @@
|
||||
#include "code\__DEFINES\dcs\flags.dm"
|
||||
#include "code\__DEFINES\dcs\helpers.dm"
|
||||
#include "code\__DEFINES\dcs\signals.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_hud.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_painting.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_screentips.dm"
|
||||
#include "code\__DEFINES\dcs\signals\signals_medical.dm"
|
||||
|
||||
Reference in New Issue
Block a user