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Bleeding-Edge
code/_onclick/hud/monkey.dm
268 строк
8 KB
SECBATON GRIFFON
New internals icons for nitrogen and plasma breathers (#38846)
08 янв 2026, 04:40
Не верифицирован
08 янв 2026, 04:40
2da9f01
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О чём код?
/datum/hud/proc/monkey_hud(var/ui_style='icons/mob/screen1_old.dmi') var/mob/living/carbon/monkey/MO = mymob //sorry src.adding = list() src.other = list() var/obj/abstract/screen/using var/obj/abstract/screen/inventory/inv_box using = new /obj/abstract/screen using.name = "act_intent" using.dir = SOUTHWEST using.icon = ui_style using.icon_state = (mymob.a_intent == I_HURT ? "harm" : mymob.a_intent) using.screen_loc = ui_acti src.adding += using action_intent = using using.pointer_to_list = &src.adding using.pointer_to_var = &action_intent //intent small hud objects var/icon/ico ico = new(ui_style, "black") ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1) ico.DrawBox(rgb(255,255,255,1),1,ico.Height()/2,ico.Width()/2,ico.Height()) using = new /obj/abstract/screen(src) using.name = "help" using.icon = ico using.screen_loc = ui_acti using.layer = HUD_ABOVE_ITEM_LAYER src.adding += using help_intent = using using.pointer_to_list = &src.adding using.pointer_to_var = &help_intent ico = new(ui_style, "black") ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1) ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,ico.Height()/2,ico.Width(),ico.Height()) using = new /obj/abstract/screen(src) using.name = "disarm" using.icon = ico using.screen_loc = ui_acti using.layer = HUD_ABOVE_ITEM_LAYER src.adding += using disarm_intent = using using.pointer_to_list = &src.adding using.pointer_to_var = &disarm_intent ico = new(ui_style, "black") ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1) ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,1,ico.Width(),ico.Height()/2) using = new /obj/abstract/screen(src) using.name = "grab" using.icon = ico using.screen_loc = ui_acti using.layer = HUD_ABOVE_ITEM_LAYER src.adding += using grab_intent = using using.pointer_to_list = &src.adding using.pointer_to_var = &grab_intent ico = new(ui_style, "black") ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1) ico.DrawBox(rgb(255,255,255,1),1,1,ico.Width()/2,ico.Height()/2) using = new /obj/abstract/screen(src) using.name = "harm" using.icon = ico using.screen_loc = ui_acti using.layer = HUD_ABOVE_ITEM_LAYER src.adding += using hurt_intent = using using.pointer_to_list = &src.adding using.pointer_to_var = &hurt_intent //end intent small hud objects using = new /obj/abstract/screen using.name = "mov_intent" using.dir = SOUTHWEST using.icon = ui_style using.icon_state = (mymob.m_intent == "run" ? "running" : "walking") using.screen_loc = ui_movi src.adding += using move_intent = using using.pointer_to_list = &src.adding using.pointer_to_var = &move_intent if(MO.held_items.len) using = new /obj/abstract/screen using.name = "drop" using.icon = ui_style using.icon_state = "act_drop" using.screen_loc = ui_drop_throw using.layer = HUD_BASE_LAYER src.adding += using using.pointer_to_list = &src.adding using = new /obj/abstract/screen using.name = "throw" using.icon = ui_style using.icon_state = "act_throw_off" using.screen_loc = ui_drop_throw using.layer = HUD_BASE_LAYER src.adding += using using.pointer_to_list = &src.adding init_hand_icons(ui_style) if(MO.held_items.len > 1) using = new /obj/abstract/screen/inventory using.name = "hand" using.dir = SOUTH using.icon = ui_style using.icon_state = "hand1" using.screen_loc = ui_swaphand1 using.layer = HUD_BASE_LAYER src.adding += using using.pointer_to_list = &src.adding using = new /obj/abstract/screen/inventory using.name = "hand" using.dir = SOUTH using.icon = ui_style using.icon_state = "hand2" using.screen_loc = ui_swaphand2 using.layer = HUD_BASE_LAYER src.adding += using using.pointer_to_list = &src.adding using = new /obj/abstract/screen using.name = "resist" using.icon = ui_style using.icon_state = "act_resist" using.screen_loc = ui_pull_resist using.layer = HUD_BASE_LAYER src.adding += using using.pointer_to_list = &src.adding if(MO.canWearClothes) inv_box = new /obj/abstract/screen/inventory inv_box.name = "i_clothing" inv_box.dir = SOUTH inv_box.icon = ui_style inv_box.slot_id = slot_w_uniform inv_box.icon_state = "center" inv_box.screen_loc = ui_monkey_uniform inv_box.layer = HUD_BASE_LAYER src.adding += inv_box inv_box.pointer_to_list = &src.adding if(MO.canWearHats) inv_box = new /obj/abstract/screen/inventory inv_box.name = "head" inv_box.icon = ui_style inv_box.icon_state = "hair" inv_box.screen_loc = ui_monkey_hat inv_box.slot_id = slot_head inv_box.layer = HUD_BASE_LAYER src.adding += inv_box inv_box.pointer_to_list = &src.adding if(MO.canWearGlasses) inv_box = new /obj/abstract/screen/inventory inv_box.name = "eyes" inv_box.icon = ui_style inv_box.icon_state = "glasses" inv_box.screen_loc = ui_monkey_glasses inv_box.slot_id = slot_glasses inv_box.layer = HUD_BASE_LAYER src.adding += inv_box inv_box.pointer_to_list = &src.adding if(MO.canWearMasks) inv_box = new /obj/abstract/screen/inventory inv_box.name = "mask" inv_box.dir = NORTH inv_box.icon = ui_style inv_box.icon_state = "equip" inv_box.screen_loc = ui_monkey_mask inv_box.slot_id = slot_wear_mask inv_box.layer = HUD_BASE_LAYER src.adding += inv_box inv_box.pointer_to_list = &src.adding if(MO.canWearBack) inv_box = new /obj/abstract/screen/inventory inv_box.name = "back" inv_box.dir = NORTHEAST inv_box.icon = ui_style inv_box.icon_state = "equip" inv_box.screen_loc = ui_back inv_box.slot_id = slot_back inv_box.layer = HUD_BASE_LAYER src.adding += inv_box inv_box.pointer_to_list = &src.adding mymob.internals = new /obj/abstract/screen mymob.internals.icon = 'icons/mob/screen1.dmi' if(iscarbon(mymob)) var/mob/living/carbon/C = mymob C.update_internals() else mymob.internals.icon_state = "internal-oxy-0" mymob.internals.name = "internal" mymob.internals.screen_loc = ui_internal mymob.healths = new /obj/abstract/screen mymob.healths.icon = ui_style mymob.healths.icon_state = "health0" mymob.healths.name = "health" mymob.healths.screen_loc = ui_health mymob.pullin = new /obj/abstract/screen mymob.pullin.icon = ui_style mymob.pullin.icon_state = "pull0" mymob.pullin.name = "pull" mymob.pullin.screen_loc = ui_pull_resist mymob.zone_sel = new /obj/abstract/screen/zone_sel mymob.zone_sel.icon = ui_style mymob.zone_sel.overlays.len = 0 mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]") //Handle the gun settings buttons mymob.gun_setting_icon = new /obj/abstract/screen/gun/mode if (mymob.client) if (mymob.client.gun_mode) // If in aim mode, correct the sprite mymob.gun_setting_icon.dir = 2 for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons if (G.target) mymob.item_use_icon = new /obj/abstract/screen/gun/item if (mymob.client.target_can_click) mymob.item_use_icon.dir = 1 src.adding += mymob.item_use_icon mymob.item_use_icon.pointer_to_list = &src.adding mymob.gun_move_icon = new /obj/abstract/screen/gun/move if (mymob.client.target_can_move) mymob.gun_move_icon.dir = 1 mymob.gun_run_icon = new /obj/abstract/screen/gun/run if (mymob.client.target_can_run) mymob.gun_run_icon.dir = 1 src.adding += mymob.gun_run_icon mymob.gun_run_icon.pointer_to_list = &src.adding src.adding += mymob.gun_move_icon mymob.gun_move_icon.pointer_to_list = &src.adding mymob.client.reset_screen() mymob.client.screen += list(mymob.zone_sel, mymob.internals, mymob.healths, mymob.pullin, mymob.gun_setting_icon) mymob.client.screen += src.adding + src.other