* part 1 - resist out of resting, move and interact with the world while resting, and stamina regen nerf * makes beepsky check for stuns instead of knockdowns, adds message for getting up, makes gravity reduce standup time, and more * sprinting, staminacrit, balance changes, and more * adds stamina modifier to clickdelay, makes items deal stamina damage to the user when attacking, buffs resting stamina regen * combat mode, ability to toggle right-click context menu on/off, basic combat mode QOL, lays groundwork for 2-handing any item combat mode toggle sound is from Interbay. * commits dme changes * unarmed combat stamina, ability to right click in combat mode, balance changes * tosses in the HUD icons for later-ish * rolls back admin.txt * lotsa UI stuff * stamina checks, some balance stuff * adds support for best ui, adds right click to flush disposals, removes aggressive grab pinning in favor of neckgrab chokeholding * quick dogborg patch while i figure out what do do with them * oops - fixes prefbreaking for screenshake * trying to sprint from an elevated surface onto lower ground will now knock you down * right click to pull fire alarm, lets you bully people by pulling chairs out form under them, makes attacking objects cost stamina * makes accidents during slipping less likely to occur while combat mode is active, makes tripping off elevated surfaces cause accidents * makes pumping shotguns cost a tiiiny bit of stamina * makes eyestabbing and batoning cost stamina * makes failing stamina checks error out properly, adds stamina check to shotgun pumping * adds stamina check for chair pulling * readds aggressive grab pinning * fixes bug with being buckled preventing interaction * adds recoveringstam check to incapacitated * reduces stamina cost for attacking * oh this too * fixes bug where you can get stuck in recoveringstam if your stamina suddenly becomes 0 while you're in staminacrit * makes monkey transformation inherit staminaloss * adds the ability to wave or shake your fist at someone via right click * grammar and span closing * 99 annoying little bugs on the wall, 99 annoying little bugs. take one down, pass it around, 864 gamebreaking bugs on the wall * more distant right-click emotes. * buffs standing stamina regen a tiiiiiiny bit * adds aiming down sights for guns, makes firing guns cause trace amounts of staminaloss * crusher powercreep - gives crushers the ability to heal staminaloss * item throwing buff * adds 1:1 HUD layout * hopefully fixes issue with recoveringstamcrit not updating * giant hipfire nerf * halves the effect of staminaloss on movement speed * makes stamina recover faster in staminacrit, makes it easier to get disarmed out of combat mode * get_weight(), movedelay health_deficiency tweaking, combat and resting checks for item attacking * makes staminacrit automatically disable combat mode, it's now impossible to enter combat mode while in stamcrit * adds stamina buffer, halves the time needed to stand up after resting, increases stam penalty for firing weapons, and more * tweaks stamina buffer drain rate a little * makes buffered staminaloss redirect stamina to the actual stamloss proc when empty, makes stamina buffer stat() more precise * removes stamina modifier for clickdelays, makes stunbatons deal extra staminaloss * makes electrodes deal a lil extra staminaloss * drones cannot resist a rest, so now only carbons are forced to rest * restricts aiming down sights to carbon mobs, adds stamina display to stat() * makes gun accuracy and stamcosts more flexible, decreases base inaccuracy penalty, makes borgs immune to inaccuracy penalties * nerfs inaccuracy penalties just a lil more, fixes blooddrunk miner eye depleting all your stamina * getting used to tortoisegit * readds temp dogborg buff * stamina and stamina buffer HUD displays. Stamina sprite from hippiestation * makes afterattack call properly again * decreases stamina buffer regen time to 3 seconds * Yknow what? decreases it to 2 seconds. That's 3 entire attacks worth of waiting * makes stamina buffer influence movespeed a lil * nerfs compiling errors * tweaks the icons a little * adds autostanding, adds delimiters to attempts to stand * makes automatic standup attempts a little clearer * rest button now toggles intent to rest, fixes perma rest * oop - quick fixes * Makes crushers ignore recoil stamina on lavaland, makes burstfiring weapons deal less staminaloss * buffs highlander sword * makes stamina have less of an impact on the health display * fixes dogborgs shoving other borgs into infinite stuns * You can no longer shoot over tables or shoot through windows while resting. Also buffs turrets
485 lines
14 KiB
Plaintext
485 lines
14 KiB
Plaintext
/obj/screen/human
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icon = 'icons/mob/screen_midnight.dmi'
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/obj/screen/human/toggle
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name = "toggle"
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icon_state = "toggle"
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/obj/screen/human/toggle/Click()
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var/mob/targetmob = usr
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if(isobserver(usr))
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if(ishuman(usr.client.eye) && (usr.client.eye != usr))
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var/mob/M = usr.client.eye
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targetmob = M
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if(usr.hud_used.inventory_shown && targetmob.hud_used)
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usr.hud_used.inventory_shown = FALSE
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usr.client.screen -= targetmob.hud_used.toggleable_inventory
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else
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usr.hud_used.inventory_shown = TRUE
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usr.client.screen += targetmob.hud_used.toggleable_inventory
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targetmob.hud_used.hidden_inventory_update(usr)
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/obj/screen/human/equip
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name = "equip"
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icon_state = "act_equip"
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/obj/screen/human/equip/Click()
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if(ismecha(usr.loc)) // stops inventory actions in a mech
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return 1
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var/mob/living/carbon/human/H = usr
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H.quick_equip()
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/obj/screen/devil
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invisibility = INVISIBILITY_ABSTRACT
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/obj/screen/devil/soul_counter
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icon = 'icons/mob/screen_gen.dmi'
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name = "souls owned"
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icon_state = "Devil-6"
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screen_loc = ui_devilsouldisplay
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/obj/screen/devil/soul_counter/proc/update_counter(souls = 0)
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invisibility = 0
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maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#FF0000'>[souls]</font></div>"
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switch(souls)
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if(0,null)
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icon_state = "Devil-1"
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if(1,2)
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icon_state = "Devil-2"
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if(3 to 5)
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icon_state = "Devil-3"
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if(6 to 8)
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icon_state = "Devil-4"
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if(9 to INFINITY)
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icon_state = "Devil-5"
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else
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icon_state = "Devil-6"
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/obj/screen/devil/soul_counter/proc/clear()
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invisibility = INVISIBILITY_ABSTRACT
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/obj/screen/ling
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invisibility = INVISIBILITY_ABSTRACT
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/obj/screen/ling/sting
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name = "current sting"
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screen_loc = ui_lingstingdisplay
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/obj/screen/ling/sting/Click()
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if(isobserver(usr))
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return
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var/mob/living/carbon/U = usr
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U.unset_sting()
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/obj/screen/ling/chems
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name = "chemical storage"
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icon_state = "power_display"
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screen_loc = ui_lingchemdisplay
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/mob/living/carbon/human/create_mob_hud()
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if(client && !hud_used)
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hud_used = new /datum/hud/human(src, ui_style2icon(client.prefs.UI_style))
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/datum/hud/human/New(mob/living/carbon/human/owner, ui_style = 'icons/mob/screen_midnight.dmi')
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..()
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owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
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var/widescreenlayout = FALSE //CIT CHANGE - adds support for different hud layouts depending on widescreen pref
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if(owner.client && owner.client.prefs && owner.client.prefs.widescreenpref) //CIT CHANGE - ditto
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widescreenlayout = TRUE // CIT CHANGE - ditto
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var/obj/screen/using
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var/obj/screen/inventory/inv_box
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using = new /obj/screen/craft
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using.icon = ui_style
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if(!widescreenlayout) // CIT CHANGE
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using.screen_loc = ui_boxcraft // CIT CHANGE
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static_inventory += using
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using = new/obj/screen/language_menu
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using.icon = ui_style
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if(!widescreenlayout) // CIT CHANGE
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using.screen_loc = ui_boxlang // CIT CHANGE
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static_inventory += using
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using = new /obj/screen/area_creator
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using.icon = ui_style
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if(!widescreenlayout) // CIT CHANGE
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using.screen_loc = ui_boxarea // CIT CHANGE
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static_inventory += using
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action_intent = new /obj/screen/act_intent/segmented
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action_intent.icon_state = mymob.a_intent
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static_inventory += action_intent
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using = new /obj/screen/mov_intent
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using.icon = tg_ui_icon_to_cit_ui(ui_style) // CIT CHANGE - overrides mov intent icon
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using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
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using.screen_loc = ui_movi
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static_inventory += using
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//CITADEL CHANGES - sprint button
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using = new /obj/screen/sprintbutton
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using.icon = tg_ui_icon_to_cit_ui(ui_style)
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using.icon_state = (owner.sprinting ? "act_sprint_on" : "act_sprint")
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using.screen_loc = ui_movi
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static_inventory += using
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//END OF CITADEL CHANGES
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using = new /obj/screen/drop()
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using.icon = ui_style
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using.screen_loc = ui_drop_throw
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static_inventory += using
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inv_box = new /obj/screen/inventory()
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inv_box.name = "i_clothing"
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inv_box.icon = ui_style
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inv_box.slot_id = slot_w_uniform
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inv_box.icon_state = "uniform"
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inv_box.screen_loc = ui_iclothing
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "o_clothing"
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inv_box.icon = ui_style
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inv_box.slot_id = slot_wear_suit
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inv_box.icon_state = "suit"
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inv_box.screen_loc = ui_oclothing
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toggleable_inventory += inv_box
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build_hand_slots(ui_style)
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using = new /obj/screen/swap_hand()
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using.icon = ui_style
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using.icon_state = "swap_1"
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using.screen_loc = ui_swaphand_position(owner,1)
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static_inventory += using
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using = new /obj/screen/swap_hand()
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using.icon = ui_style
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using.icon_state = "swap_2"
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using.screen_loc = ui_swaphand_position(owner,2)
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static_inventory += using
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inv_box = new /obj/screen/inventory()
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inv_box.name = "id"
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inv_box.icon = ui_style
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inv_box.icon_state = "id"
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inv_box.screen_loc = ui_id
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inv_box.slot_id = slot_wear_id
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "mask"
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inv_box.icon = ui_style
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inv_box.icon_state = "mask"
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inv_box.screen_loc = ui_mask
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inv_box.slot_id = slot_wear_mask
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "neck"
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inv_box.icon = ui_style
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inv_box.icon_state = "neck"
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inv_box.screen_loc = ui_neck
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inv_box.slot_id = slot_neck
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "back"
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inv_box.icon = ui_style
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inv_box.icon_state = "back"
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inv_box.screen_loc = ui_back
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inv_box.slot_id = slot_back
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "storage1"
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inv_box.icon = ui_style
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inv_box.icon_state = "pocket"
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inv_box.screen_loc = ui_storage1
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inv_box.slot_id = slot_l_store
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "storage2"
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inv_box.icon = ui_style
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inv_box.icon_state = "pocket"
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inv_box.screen_loc = ui_storage2
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inv_box.slot_id = slot_r_store
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static_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "suit storage"
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inv_box.icon = ui_style
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inv_box.icon_state = "suit_storage"
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inv_box.screen_loc = ui_sstore1
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inv_box.slot_id = slot_s_store
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static_inventory += inv_box
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using = new /obj/screen/resist()
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using.icon = ui_style
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using.screen_loc = ui_overridden_resist // CIT CHANGE - changes this to overridden resist
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hotkeybuttons += using
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//CIT CHANGES - rest and combat mode buttons
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using = new /obj/screen/restbutton()
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using.icon = tg_ui_icon_to_cit_ui(ui_style)
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using.screen_loc = ui_pull_resist
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static_inventory += using
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using = new /obj/screen/combattoggle()
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using.icon = tg_ui_icon_to_cit_ui(ui_style)
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using.screen_loc = ui_combat_toggle
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static_inventory += using
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//END OF CIT CHANGES
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using = new /obj/screen/human/toggle()
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using.icon = ui_style
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using.screen_loc = ui_inventory
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static_inventory += using
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using = new /obj/screen/human/equip()
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using.icon = ui_style
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using.screen_loc = ui_equip_position(mymob)
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static_inventory += using
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inv_box = new /obj/screen/inventory()
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inv_box.name = "gloves"
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inv_box.icon = ui_style
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inv_box.icon_state = "gloves"
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inv_box.screen_loc = ui_gloves
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inv_box.slot_id = slot_gloves
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "eyes"
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inv_box.icon = ui_style
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inv_box.icon_state = "glasses"
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inv_box.screen_loc = ui_glasses
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inv_box.slot_id = slot_glasses
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "ears"
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inv_box.icon = ui_style
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inv_box.icon_state = "ears"
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inv_box.screen_loc = ui_ears
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inv_box.slot_id = slot_ears
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "head"
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inv_box.icon = ui_style
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inv_box.icon_state = "head"
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inv_box.screen_loc = ui_head
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inv_box.slot_id = slot_head
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "shoes"
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inv_box.icon = ui_style
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inv_box.icon_state = "shoes"
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inv_box.screen_loc = ui_shoes
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inv_box.slot_id = slot_shoes
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toggleable_inventory += inv_box
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inv_box = new /obj/screen/inventory()
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inv_box.name = "belt"
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inv_box.icon = ui_style
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inv_box.icon_state = "belt"
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// inv_box.icon_full = "template_small"
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inv_box.screen_loc = ui_belt
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inv_box.slot_id = slot_belt
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static_inventory += inv_box
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throw_icon = new /obj/screen/throw_catch()
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throw_icon.icon = ui_style
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throw_icon.screen_loc = ui_drop_throw
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hotkeybuttons += throw_icon
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internals = new /obj/screen/internals()
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infodisplay += internals
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healths = new /obj/screen/healths()
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infodisplay += healths
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//CIT CHANGE - adds arousal and stamina to hud
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arousal = new /obj/screen/arousal()
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arousal.icon_state = (owner.canbearoused == 1 ? "arousal0" : "")
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infodisplay += arousal
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staminas = new /obj/screen/staminas()
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infodisplay += staminas
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staminabuffer = new /obj/screen/staminabuffer()
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infodisplay += staminabuffer
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//END OF CIT CHANGES
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healthdoll = new /obj/screen/healthdoll()
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infodisplay += healthdoll
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if(!CONFIG_GET(flag/disable_human_mood))
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mood = new /obj/screen/mood()
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infodisplay += mood
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pull_icon = new /obj/screen/pull()
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pull_icon.icon = ui_style
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pull_icon.update_icon(mymob)
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pull_icon.screen_loc = ui_pull_resist
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static_inventory += pull_icon
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lingchemdisplay = new /obj/screen/ling/chems()
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infodisplay += lingchemdisplay
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lingstingdisplay = new /obj/screen/ling/sting()
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infodisplay += lingstingdisplay
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devilsouldisplay = new /obj/screen/devil/soul_counter
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infodisplay += devilsouldisplay
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zone_select = new /obj/screen/zone_sel()
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zone_select.icon = ui_style
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zone_select.update_icon(mymob)
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static_inventory += zone_select
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for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
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if(inv.slot_id)
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inv.hud = src
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inv_slots[inv.slot_id] = inv
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inv.update_icon()
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update_locked_slots()
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/datum/hud/human/update_locked_slots()
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if(!mymob)
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return
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var/mob/living/carbon/human/H = mymob
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if(!istype(H) || !H.dna.species)
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return
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var/datum/species/S = H.dna.species
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for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
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if(inv.slot_id)
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if(inv.slot_id in S.no_equip)
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inv.alpha = 128
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else
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inv.alpha = initial(inv.alpha)
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/datum/hud/human/hidden_inventory_update(mob/viewer)
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if(!mymob)
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return
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var/mob/living/carbon/human/H = mymob
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var/mob/screenmob = viewer || H
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if(screenmob.hud_used.inventory_shown && screenmob.hud_used.hud_shown)
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if(H.shoes)
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H.shoes.screen_loc = ui_shoes
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screenmob.client.screen += H.shoes
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if(H.gloves)
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H.gloves.screen_loc = ui_gloves
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screenmob.client.screen += H.gloves
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if(H.ears)
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H.ears.screen_loc = ui_ears
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screenmob.client.screen += H.ears
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if(H.glasses)
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H.glasses.screen_loc = ui_glasses
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screenmob.client.screen += H.glasses
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if(H.w_uniform)
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H.w_uniform.screen_loc = ui_iclothing
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screenmob.client.screen += H.w_uniform
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if(H.wear_suit)
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H.wear_suit.screen_loc = ui_oclothing
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screenmob.client.screen += H.wear_suit
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if(H.wear_mask)
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H.wear_mask.screen_loc = ui_mask
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screenmob.client.screen += H.wear_mask
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if(H.wear_neck)
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H.wear_neck.screen_loc = ui_neck
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screenmob.client.screen += H.wear_neck
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if(H.head)
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H.head.screen_loc = ui_head
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screenmob.client.screen += H.head
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else
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if(H.shoes) screenmob.client.screen -= H.shoes
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if(H.gloves) screenmob.client.screen -= H.gloves
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if(H.ears) screenmob.client.screen -= H.ears
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if(H.glasses) screenmob.client.screen -= H.glasses
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if(H.w_uniform) screenmob.client.screen -= H.w_uniform
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if(H.wear_suit) screenmob.client.screen -= H.wear_suit
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if(H.wear_mask) screenmob.client.screen -= H.wear_mask
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if(H.wear_neck) screenmob.client.screen -= H.wear_neck
|
|
if(H.head) screenmob.client.screen -= H.head
|
|
|
|
|
|
|
|
/datum/hud/human/persistent_inventory_update(mob/viewer)
|
|
if(!mymob)
|
|
return
|
|
..()
|
|
var/mob/living/carbon/human/H = mymob
|
|
|
|
var/mob/screenmob = viewer || H
|
|
|
|
if(screenmob.hud_used)
|
|
if(screenmob.hud_used.hud_shown)
|
|
if(H.s_store)
|
|
H.s_store.screen_loc = ui_sstore1
|
|
screenmob.client.screen += H.s_store
|
|
if(H.wear_id)
|
|
H.wear_id.screen_loc = ui_id
|
|
screenmob.client.screen += H.wear_id
|
|
if(H.belt)
|
|
H.belt.screen_loc = ui_belt
|
|
screenmob.client.screen += H.belt
|
|
if(H.back)
|
|
H.back.screen_loc = ui_back
|
|
screenmob.client.screen += H.back
|
|
if(H.l_store)
|
|
H.l_store.screen_loc = ui_storage1
|
|
screenmob.client.screen += H.l_store
|
|
if(H.r_store)
|
|
H.r_store.screen_loc = ui_storage2
|
|
screenmob.client.screen += H.r_store
|
|
else
|
|
if(H.s_store)
|
|
screenmob.client.screen -= H.s_store
|
|
if(H.wear_id)
|
|
screenmob.client.screen -= H.wear_id
|
|
if(H.belt)
|
|
screenmob.client.screen -= H.belt
|
|
if(H.back)
|
|
screenmob.client.screen -= H.back
|
|
if(H.l_store)
|
|
screenmob.client.screen -= H.l_store
|
|
if(H.r_store)
|
|
screenmob.client.screen -= H.r_store
|
|
|
|
if(hud_version != HUD_STYLE_NOHUD)
|
|
for(var/obj/item/I in H.held_items)
|
|
I.screen_loc = ui_hand_position(H.get_held_index_of_item(I))
|
|
screenmob.client.screen += I
|
|
else
|
|
for(var/obj/item/I in H.held_items)
|
|
I.screen_loc = null
|
|
screenmob.client.screen -= I
|
|
|
|
|
|
/mob/living/carbon/human/verb/toggle_hotkey_verbs()
|
|
set category = "OOC"
|
|
set name = "Toggle hotkey buttons"
|
|
set desc = "This disables or enables the user interface buttons which can be used with hotkeys."
|
|
|
|
if(hud_used.hotkey_ui_hidden)
|
|
client.screen += hud_used.hotkeybuttons
|
|
hud_used.hotkey_ui_hidden = FALSE
|
|
else
|
|
client.screen -= hud_used.hotkeybuttons
|
|
hud_used.hotkey_ui_hidden = TRUE
|