/mob var/list/screens = list() /mob/proc/overlay_fullscreen(category, type, severity) var/obj/screen/fullscreen/screen = screens[category] if (!screen || screen.type != type) // needs to be recreated clear_fullscreen(category, FALSE) screens[category] = screen = new type() else if ((!severity || severity == screen.severity) && (!client || screen.screen_loc != "CENTER-7,CENTER-7" || screen.view == client.view)) // doesn't need to be updated return screen screen.icon_state = "[initial(screen.icon_state)][severity]" screen.severity = severity if (client && screen.should_show_to(src)) screen.update_for_view(client.view) client.screen += screen return screen /mob/proc/clear_fullscreen(category, animated = 10) var/obj/screen/fullscreen/screen = screens[category] if(!screen) return screens -= category if(animated) animate(screen, alpha = 0, time = animated) addtimer(CALLBACK(src, .proc/clear_fullscreen_after_animate, screen), animated, TIMER_CLIENT_TIME) else if(client) client.screen -= screen qdel(screen) /mob/proc/clear_fullscreen_after_animate(obj/screen/fullscreen/screen) if(client) client.screen -= screen qdel(screen) /mob/proc/clear_fullscreens() for(var/category in screens) clear_fullscreen(category) /mob/proc/hide_fullscreens() if(client) for(var/category in screens) client.screen -= screens[category] /mob/proc/reload_fullscreen() if(client) var/obj/screen/fullscreen/screen for(var/category in screens) screen = screens[category] if(screen.should_show_to(src)) screen.update_for_view(client.view) client.screen |= screen else client.screen -= screen /obj/screen/fullscreen icon = 'icons/mob/screen_full.dmi' icon_state = "default" screen_loc = "CENTER-7,CENTER-7" layer = FULLSCREEN_LAYER plane = FULLSCREEN_PLANE mouse_opacity = MOUSE_OPACITY_TRANSPARENT var/view = 7 var/severity = 0 var/show_when_dead = FALSE /obj/screen/fullscreen/proc/update_for_view(client_view) if (screen_loc == "CENTER-7,CENTER-7" && view != client_view) var/list/actualview = getviewsize(client_view) view = client_view transform = matrix(actualview[1]/FULLSCREEN_OVERLAY_RESOLUTION_X, 0, 0, 0, actualview[2]/FULLSCREEN_OVERLAY_RESOLUTION_Y, 0) /obj/screen/fullscreen/proc/should_show_to(mob/mymob) if(!show_when_dead && mymob.stat == DEAD) return FALSE return TRUE /obj/screen/fullscreen/Destroy() severity = 0 . = ..() /obj/screen/fullscreen/brute icon_state = "brutedamageoverlay" layer = UI_DAMAGE_LAYER plane = FULLSCREEN_PLANE /obj/screen/fullscreen/oxy icon_state = "oxydamageoverlay" layer = UI_DAMAGE_LAYER plane = FULLSCREEN_PLANE /obj/screen/fullscreen/crit icon_state = "passage" layer = CRIT_LAYER plane = FULLSCREEN_PLANE /obj/screen/fullscreen/crit/vision icon_state = "oxydamageoverlay" layer = BLIND_LAYER /obj/screen/fullscreen/blind icon_state = "blackimageoverlay" layer = BLIND_LAYER plane = FULLSCREEN_PLANE /obj/screen/fullscreen/curse icon_state = "curse" layer = CURSE_LAYER plane = FULLSCREEN_PLANE /obj/screen/fullscreen/impaired icon_state = "impairedoverlay" /obj/screen/fullscreen/blurry icon = 'icons/mob/screen_gen.dmi' screen_loc = "WEST,SOUTH to EAST,NORTH" icon_state = "blurry" /obj/screen/fullscreen/flash icon = 'icons/mob/screen_gen.dmi' screen_loc = "WEST,SOUTH to EAST,NORTH" icon_state = "flash" /obj/screen/fullscreen/flash/static icon = 'icons/mob/screen_gen.dmi' screen_loc = "WEST,SOUTH to EAST,NORTH" icon_state = "noise" /obj/screen/fullscreen/high icon = 'icons/mob/screen_gen.dmi' screen_loc = "WEST,SOUTH to EAST,NORTH" icon_state = "druggy" /obj/screen/fullscreen/color_vision icon = 'icons/mob/screen_gen.dmi' screen_loc = "WEST,SOUTH to EAST,NORTH" icon_state = "flash" alpha = 80 /obj/screen/fullscreen/color_vision/green color = "#00ff00" /obj/screen/fullscreen/color_vision/red color = "#ff0000" /obj/screen/fullscreen/color_vision/blue color = "#0000ff" /obj/screen/fullscreen/lighting_backdrop icon = 'icons/mob/screen_gen.dmi' icon_state = "flash" transform = matrix(200, 0, 0, 0, 200, 0) plane = LIGHTING_PLANE blend_mode = BLEND_OVERLAY show_when_dead = TRUE //Provides darkness to the back of the lighting plane /obj/screen/fullscreen/lighting_backdrop/lit invisibility = INVISIBILITY_LIGHTING layer = BACKGROUND_LAYER+21 color = "#000" show_when_dead = TRUE //Provides whiteness in case you don't see lights so everything is still visible /obj/screen/fullscreen/lighting_backdrop/unlit layer = BACKGROUND_LAYER+20 show_when_dead = TRUE /obj/screen/fullscreen/see_through_darkness icon_state = "nightvision" plane = LIGHTING_PLANE layer = LIGHTING_LAYER blend_mode = BLEND_ADD show_when_dead = TRUE