* 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
158 lines
6.4 KiB
Plaintext
158 lines
6.4 KiB
Plaintext
/*
|
|
These defines specificy screen locations. For more information, see the byond documentation on the screen_loc var.
|
|
|
|
The short version:
|
|
|
|
Everything is encoded as strings because apparently that's how Byond rolls.
|
|
|
|
"1,1" is the bottom left square of the user's screen. This aligns perfectly with the turf grid.
|
|
"1:2,3:4" is the square (1,3) with pixel offsets (+2, +4); slightly right and slightly above the turf grid.
|
|
Pixel offsets are used so you don't perfectly hide the turf under them, that would be crappy.
|
|
|
|
In addition, the keywords NORTH, SOUTH, EAST, WEST and CENTER can be used to represent their respective
|
|
screen borders. NORTH-1, for example, is the row just below the upper edge. Useful if you want your
|
|
UI to scale with screen size.
|
|
|
|
The size of the user's screen is defined by client.view (indirectly by world.view), in our case "15x15".
|
|
Therefore, the top right corner (except during admin shenanigans) is at "15,15"
|
|
*/
|
|
|
|
//Lower left, persistent menu
|
|
#define ui_inventory "WEST:6,SOUTH:5"
|
|
|
|
//Middle left indicators
|
|
#define ui_lingchemdisplay "WEST,CENTER-1:15"
|
|
#define ui_lingstingdisplay "WEST:6,CENTER-3:11"
|
|
|
|
#define ui_devilsouldisplay "WEST:6,CENTER-1:15"
|
|
|
|
//Lower center, persistent menu
|
|
#define ui_sstore1 "CENTER-5:10,SOUTH:5"
|
|
#define ui_id "CENTER-4:12,SOUTH:5"
|
|
#define ui_belt "CENTER-3:14,SOUTH:5"
|
|
#define ui_back "CENTER-2:14,SOUTH:5"
|
|
|
|
/proc/ui_hand_position(i) //values based on old hand ui positions (CENTER:-/+16,SOUTH:5)
|
|
var/x_off = -(!(i % 2))
|
|
var/y_off = round((i-1) / 2)
|
|
return"CENTER+[x_off]:16,SOUTH+[y_off]:5"
|
|
|
|
/proc/ui_equip_position(mob/M)
|
|
var/y_off = round((M.held_items.len-1) / 2) //values based on old equip ui position (CENTER: +/-16,SOUTH+1:5)
|
|
return "CENTER:-16,SOUTH+[y_off+1]:5"
|
|
|
|
/proc/ui_swaphand_position(mob/M, which = 1) //values based on old swaphand ui positions (CENTER: +/-16,SOUTH+1:5)
|
|
var/x_off = which == 1 ? -1 : 0
|
|
var/y_off = round((M.held_items.len-1) / 2)
|
|
return "CENTER+[x_off]:16,SOUTH+[y_off+1]:5"
|
|
|
|
#define ui_storage1 "CENTER+1:18,SOUTH:5"
|
|
#define ui_storage2 "CENTER+2:20,SOUTH:5"
|
|
|
|
#define ui_borg_sensor "CENTER-3:16, SOUTH:5" //borgs
|
|
#define ui_borg_lamp "CENTER-4:16, SOUTH:5" //borgs
|
|
#define ui_borg_thrusters "CENTER-5:16, SOUTH:5" //borgs
|
|
#define ui_inv1 "CENTER-2:16,SOUTH:5" //borgs
|
|
#define ui_inv2 "CENTER-1 :16,SOUTH:5" //borgs
|
|
#define ui_inv3 "CENTER :16,SOUTH:5" //borgs
|
|
#define ui_borg_module "CENTER+1:16,SOUTH:5" //borgs
|
|
#define ui_borg_store "CENTER+2:16,SOUTH:5" //borgs
|
|
#define ui_borg_camera "CENTER+3:21,SOUTH:5" //borgs
|
|
#define ui_borg_album "CENTER+4:21,SOUTH:5" //borgs
|
|
#define ui_borg_language_menu "CENTER+4:21,SOUTH+1:5" //borgs
|
|
|
|
#define ui_monkey_head "CENTER-5:13,SOUTH:5" //monkey
|
|
#define ui_monkey_mask "CENTER-4:14,SOUTH:5" //monkey
|
|
#define ui_monkey_neck "CENTER-3:15,SOUTH:5" //monkey
|
|
#define ui_monkey_back "CENTER-2:16,SOUTH:5" //monkey
|
|
|
|
//#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
|
|
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"//alien
|
|
#define ui_alien_language_menu "EAST-3:26,SOUTH:5" //alien
|
|
|
|
#define ui_drone_drop "CENTER+1:18,SOUTH:5" //maintenance drones
|
|
#define ui_drone_pull "CENTER+2:2,SOUTH:5" //maintenance drones
|
|
#define ui_drone_storage "CENTER-2:14,SOUTH:5" //maintenance drones
|
|
#define ui_drone_head "CENTER-3:14,SOUTH:5" //maintenance drones
|
|
|
|
//Lower right, persistent menu
|
|
#define ui_drop_throw "EAST-1:28,SOUTH+1:7"
|
|
#define ui_pull_resist "EAST-2:26,SOUTH+1:7"
|
|
#define ui_movi "EAST-2:26,SOUTH:5"
|
|
#define ui_acti "EAST-3:24,SOUTH:5"
|
|
#define ui_zonesel "EAST-1:28,SOUTH:5"
|
|
#define ui_acti_alt "EAST-1:28,SOUTH:5" //alternative intent switcher for when the interface is hidden (F12)
|
|
#define ui_crafting "EAST-5:20,SOUTH:5"//CIT CHANGE - moves this over one tile to accommodate for combat mode toggle
|
|
#define ui_building "EAST-5:20,SOUTH:21"//CIT CHANGE - ditto
|
|
#define ui_language_menu "EAST-5:4,SOUTH:21"//CIT CHANGE - ditto
|
|
|
|
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
|
|
#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
|
|
#define ui_borg_intents "EAST-2:26,SOUTH:5"
|
|
|
|
|
|
//Upper-middle right (alerts)
|
|
#define ui_alert1 "EAST-1:28,CENTER+5:27"
|
|
#define ui_alert2 "EAST-1:28,CENTER+4:25"
|
|
#define ui_alert3 "EAST-1:28,CENTER+3:23"
|
|
#define ui_alert4 "EAST-1:28,CENTER+2:21"
|
|
#define ui_alert5 "EAST-1:28,CENTER+1:19"
|
|
|
|
|
|
//Middle right (status indicators)
|
|
#define ui_healthdoll "EAST-1:28,CENTER-2:13"
|
|
#define ui_health "EAST-1:28,CENTER-1:15"
|
|
#define ui_internal "EAST-1:28,CENTER+1:19"//CIT CHANGE - moves internal icon up a little bit to accommodate for the stamina meter
|
|
#define ui_mood "EAST-1:28,CENTER-3:10"
|
|
|
|
//borgs
|
|
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
|
|
|
|
//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"
|
|
#define ui_ai_camera_list "SOUTH:6,WEST+1"
|
|
#define ui_ai_track_with_camera "SOUTH:6,WEST+2"
|
|
#define ui_ai_camera_light "SOUTH:6,WEST+3"
|
|
#define ui_ai_crew_monitor "SOUTH:6,WEST+4"
|
|
#define ui_ai_crew_manifest "SOUTH:6,WEST+5"
|
|
#define ui_ai_alerts "SOUTH:6,WEST+6"
|
|
#define ui_ai_announcement "SOUTH:6,WEST+7"
|
|
#define ui_ai_shuttle "SOUTH:6,WEST+8"
|
|
#define ui_ai_state_laws "SOUTH:6,WEST+9"
|
|
#define ui_ai_pda_send "SOUTH:6,WEST+10"
|
|
#define ui_ai_pda_log "SOUTH:6,WEST+11"
|
|
#define ui_ai_take_picture "SOUTH:6,WEST+12"
|
|
#define ui_ai_view_images "SOUTH:6,WEST+13"
|
|
#define ui_ai_sensor "SOUTH:6,WEST+14"
|
|
|
|
//Pop-up inventory
|
|
#define ui_shoes "WEST+1:8,SOUTH:5"
|
|
|
|
#define ui_iclothing "WEST:6,SOUTH+1:7"
|
|
#define ui_oclothing "WEST+1:8,SOUTH+1:7"
|
|
#define ui_gloves "WEST+2:10,SOUTH+1:7"
|
|
|
|
#define ui_glasses "WEST:6,SOUTH+3:11"
|
|
#define ui_mask "WEST+1:8,SOUTH+2:9"
|
|
#define ui_ears "WEST+2:10,SOUTH+2:9"
|
|
#define ui_neck "WEST:6,SOUTH+2:9"
|
|
#define ui_head "WEST+1:8,SOUTH+3:11"
|
|
|
|
//Ghosts
|
|
|
|
#define ui_ghost_jumptomob "SOUTH:6,CENTER-2:24"
|
|
#define ui_ghost_orbit "SOUTH:6,CENTER-1:24"
|
|
#define ui_ghost_reenter_corpse "SOUTH:6,CENTER:24"
|
|
#define ui_ghost_teleport "SOUTH:6,CENTER+1:24"
|
|
#define ui_ghost_pai "SOUTH: 6, CENTER+2:24"
|