Merge branch 'master' into upstream-merge-26776

This commit is contained in:
LetterJay
2017-05-17 05:14:18 -04:00
committed by GitHub
498 changed files with 16146 additions and 8009 deletions
+11 -10
View File
@@ -21,7 +21,7 @@
#define ui_inventory "WEST:6,SOUTH:5"
//Middle left indicators
#define ui_lingchemdisplay "WEST:6,CENTER-1:15"
#define ui_lingchemdisplay "WEST,CENTER-1:15"
#define ui_lingstingdisplay "WEST:6,CENTER-3:11"
#define ui_crafting "12:-10,1:5"
#define ui_building "12:-10,1:21"
@@ -104,17 +104,18 @@
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER:17"
//borgs and aliens
#define ui_alien_nightvision "EAST-1:28,CENTER:17"
//borgs
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
#define ui_alien_health "EAST-1:28,CENTER-1:15" //aliens have the health display where humans have the pressure damage indicator.
#define ui_alienplasmadisplay "EAST-1:28,CENTER-2:15"
#define ui_alien_queen_finder "EAST-1:28,CENTER-3:15"
//constructs
#define ui_construct_pull "EAST,CENTER-2:15"
#define ui_construct_health "EAST,CENTER:15" //same as borgs and humans
//aliens
#define ui_alien_health "EAST,CENTER-1:15" //aliens have the health display where humans have the pressure damage indicator.
#define ui_alienplasmadisplay "EAST,CENTER-2:15"
#define ui_alien_queen_finder "EAST,CENTER-3:15"
//constructs
#define ui_construct_pull "EAST,CENTER-2:15"
#define ui_construct_health "EAST,CENTER:15" //same as borgs and humans
// AI
#define ui_ai_core "SOUTH:6,WEST"
+99
View File
@@ -42,6 +42,7 @@
thealert.override_alerts = override
if(override)
thealert.timeout = null
thealert.mob_viewer = src
if(new_master)
var/old_layer = new_master.layer
@@ -96,6 +97,7 @@
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)
@@ -256,6 +258,102 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
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()
. = ..()
if(!narnar)
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(GLOB.blood_target)
if(!get_turf(GLOB.blood_target))
GLOB.blood_target = null
else
blood_target = GLOB.blood_target
if(Cviewer)
if(Cviewer.seeking && Cviewer.master)
blood_target = Cviewer.master
if(!blood_target && !GLOB.sac_complete)
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 [GLOB.sac_mind] be sacrificed before the summoning ritual can begin."
add_overlay(GLOB.sac_image)
return
if(!blood_target && GLOB.sac_complete)
if(icon_state == "runed_sense1")
return
animate(src, transform = null, time = 1, loop = 0)
angle = 0
cut_overlays()
icon_state = "runed_sense1"
desc = "The sacrifice is complete, prepare to summon Nar-Sie!"
add_overlay(narnar)
return
if(!blood_target)
return
var/turf/P = get_turf(blood_target)
var/turf/Q = get_turf(mob_viewer)
var/area/A = get_area(P)
if(P.z != Q.z) //The target is on a different Z level, we cannot sense that far.
return
desc = "You are currently tracking [blood_target] in [A.name]."
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"
@@ -393,6 +491,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
textlist += "<br>"
else
textlist += "Seconds until Ratvar's arrival: <b>[G.get_arrival_text(TRUE)]</b><br>"
break
if(unconverted_ais_exist)
if(unconverted_ais_exist > 1)
textlist += "<b>[unconverted_ais_exist] unconverted AIs exist!</b><br>"
+3 -1
View File
@@ -208,7 +208,6 @@
mymob.reload_fullscreen()
update_parallax_pref(screenmob)
/datum/hud/human/show_hud(version = 0,mob/viewmob)
..()
hidden_inventory_update(viewmob)
@@ -266,3 +265,6 @@
E.screen_loc = ui_equip_position(mymob)
if(mymob.hud_used)
show_hud(HUD_STYLE_STANDARD,mymob)
/datum/hud/proc/update_locked_slots()
return
+12 -14
View File
@@ -124,7 +124,6 @@
inv_box.icon = ui_style
inv_box.slot_id = slot_w_uniform
inv_box.icon_state = "uniform"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_iclothing
toggleable_inventory += inv_box
@@ -133,7 +132,6 @@
inv_box.icon = ui_style
inv_box.slot_id = slot_wear_suit
inv_box.icon_state = "suit"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_oclothing
toggleable_inventory += inv_box
@@ -155,7 +153,6 @@
inv_box.name = "id"
inv_box.icon = ui_style
inv_box.icon_state = "id"
// inv_box.icon_full = "template_small"
inv_box.screen_loc = ui_id
inv_box.slot_id = slot_wear_id
static_inventory += inv_box
@@ -164,7 +161,6 @@
inv_box.name = "mask"
inv_box.icon = ui_style
inv_box.icon_state = "mask"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_mask
inv_box.slot_id = slot_wear_mask
toggleable_inventory += inv_box
@@ -173,7 +169,6 @@
inv_box.name = "neck"
inv_box.icon = ui_style
inv_box.icon_state = "neck"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_neck
inv_box.slot_id = slot_neck
toggleable_inventory += inv_box
@@ -182,7 +177,6 @@
inv_box.name = "back"
inv_box.icon = ui_style
inv_box.icon_state = "back"
// inv_box.icon_full = "template_small"
inv_box.screen_loc = ui_back
inv_box.slot_id = slot_back
static_inventory += inv_box
@@ -191,7 +185,6 @@
inv_box.name = "storage1"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
// inv_box.icon_full = "template_small"
inv_box.screen_loc = ui_storage1
inv_box.slot_id = slot_l_store
static_inventory += inv_box
@@ -200,7 +193,6 @@
inv_box.name = "storage2"
inv_box.icon = ui_style
inv_box.icon_state = "pocket"
// inv_box.icon_full = "template_small"
inv_box.screen_loc = ui_storage2
inv_box.slot_id = slot_r_store
static_inventory += inv_box
@@ -209,7 +201,6 @@
inv_box.name = "suit storage"
inv_box.icon = ui_style
inv_box.icon_state = "suit_storage"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_sstore1
inv_box.slot_id = slot_s_store
static_inventory += inv_box
@@ -233,7 +224,6 @@
inv_box.name = "gloves"
inv_box.icon = ui_style
inv_box.icon_state = "gloves"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_gloves
inv_box.slot_id = slot_gloves
toggleable_inventory += inv_box
@@ -242,7 +232,6 @@
inv_box.name = "eyes"
inv_box.icon = ui_style
inv_box.icon_state = "glasses"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_glasses
inv_box.slot_id = slot_glasses
toggleable_inventory += inv_box
@@ -251,7 +240,6 @@
inv_box.name = "ears"
inv_box.icon = ui_style
inv_box.icon_state = "ears"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_ears
inv_box.slot_id = slot_ears
toggleable_inventory += inv_box
@@ -260,7 +248,6 @@
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_head
inv_box.slot_id = slot_head
toggleable_inventory += inv_box
@@ -269,7 +256,6 @@
inv_box.name = "shoes"
inv_box.icon = ui_style
inv_box.icon_state = "shoes"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_shoes
inv_box.slot_id = slot_shoes
toggleable_inventory += inv_box
@@ -327,6 +313,18 @@
inv_slots[inv.slot_id] = inv
inv.update_icon()
/datum/hud/human/update_locked_slots()
if(!mymob)
return
var/mob/living/carbon/human/H = mymob
var/datum/species/S = H.dna.species
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
if(inv.slot_id)
if(inv.slot_id in S.no_equip)
inv.alpha = 128
else
inv.alpha = initial(inv.alpha)
/datum/hud/human/hidden_inventory_update(mob/viewer)
if(!mymob)
return