hud 
Vars | |
| asset_refs_for_reuse | List of weakrefs to objects that we add to our screen that we don't expect to DO anything They typically use * in their render target. They exist solely so we can reuse them, and avoid needing to make changes to all idk 300 consumers if we want to change the appearance |
|---|---|
| current_plane_offset | Think of multiz as a stack of z levels. Each index in that stack has its own group of plane masters This variable is the plane offset our mob/client is currently "on" We use it to track what we should show/not show Goes from 0 to the max (z level stack size - 1) |
| hand_slots | List of atom/movable/screen/inventory/hand objects |
| last_byond_version | The BYOND version of the client that was last logged into this mob. Currently used to rebuild all plane master groups when going between 515<->516. |
| master_groups | Assoc list of key => "plane master groups" This is normally just the main window, but it'll occasionally contain things like spyglasses windows |
| plane_master_controllers | Assoc list of controller groups, associated with key string group name with value of the plane master controller ref |
| screentip_text | UI for screentips that appear when you mouse over things |
Procs | |
| build_action_groups | Generates and fills new action groups with our mob's current actions |
| build_plane_groups | Creates the required plane masters to fill out new z layers (because each "level" of multiz gets its own plane master set) |
| generate_landings | Generates visual landings for all groups that the button is not a memeber of |
| get_action_buttons_icons | This is a silly proc used in hud code code to determine what icon and icon state we should be using for hud elements (such as action buttons) that don't have their own icon and icon state set. |
| get_plane_group | Returns the corresponding plane group datum if one exists |
| get_plane_master | Returns the plane master that matches the input plane from the passed in group |
| get_planes_from | Returns all the planes belonging to the passed in group key |
| get_true_plane_masters | Returns a list of all plane masters that match the input true plane, drawn from the passed in group (ignores z layer offsets) |
| hide_action | Removes the passed in action from its current position on the screen |
| hide_landings | Clears all currently visible landings |
| remove_ninja_hud | HUD cleaning proc. |
| view_audit_buttons | Ensures all of our buttons are properly within the bounds of our client's view, moves them if they're not |
Var Details
asset_refs_for_reuse 
List of weakrefs to objects that we add to our screen that we don't expect to DO anything They typically use * in their render target. They exist solely so we can reuse them, and avoid needing to make changes to all idk 300 consumers if we want to change the appearance
current_plane_offset 
Think of multiz as a stack of z levels. Each index in that stack has its own group of plane masters This variable is the plane offset our mob/client is currently "on" We use it to track what we should show/not show Goes from 0 to the max (z level stack size - 1)
hand_slots 
List of atom/movable/screen/inventory/hand objects
last_byond_version 
The BYOND version of the client that was last logged into this mob. Currently used to rebuild all plane master groups when going between 515<->516.
master_groups 
Assoc list of key => "plane master groups" This is normally just the main window, but it'll occasionally contain things like spyglasses windows
plane_master_controllers 
Assoc list of controller groups, associated with key string group name with value of the plane master controller ref
screentip_text 
UI for screentips that appear when you mouse over things
Proc Details
build_action_groups
Generates and fills new action groups with our mob's current actions
build_plane_groups
Creates the required plane masters to fill out new z layers (because each "level" of multiz gets its own plane master set)
generate_landings
Generates visual landings for all groups that the button is not a memeber of
get_action_buttons_icons
This is a silly proc used in hud code code to determine what icon and icon state we should be using for hud elements (such as action buttons) that don't have their own icon and icon state set.
It returns a list, which is pretty much just a struct of info
get_plane_group
Returns the corresponding plane group datum if one exists
get_plane_master
Returns the plane master that matches the input plane from the passed in group
get_planes_from
Returns all the planes belonging to the passed in group key
get_true_plane_masters
Returns a list of all plane masters that match the input true plane, drawn from the passed in group (ignores z layer offsets)
hide_action
Removes the passed in action from its current position on the screen
hide_landings
Clears all currently visible landings
remove_ninja_hud
HUD cleaning proc.
view_audit_buttons
Ensures all of our buttons are properly within the bounds of our client's view, moves them if they're not