SS1984 - Modules - TypesVar Details - Proc Details

hud

Vars

asset_refs_for_reuseList 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_offsetThink 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_slotsList of atom/movable/screen/inventory/hand objects
last_byond_versionThe 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_groupsAssoc list of key => "plane master groups" This is normally just the main window, but it'll occasionally contain things like spyglasses windows
plane_master_controllersAssoc list of controller groups, associated with key string group name with value of the plane master controller ref
screentip_textUI for screentips that appear when you mouse over things

Procs

build_action_groupsGenerates and fills new action groups with our mob's current actions
build_plane_groupsCreates the required plane masters to fill out new z layers (because each "level" of multiz gets its own plane master set)
generate_landingsGenerates visual landings for all groups that the button is not a memeber of
get_action_buttons_iconsThis 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_groupReturns the corresponding plane group datum if one exists
get_plane_masterReturns the plane master that matches the input plane from the passed in group
get_planes_fromReturns all the planes belonging to the passed in group key
get_true_plane_mastersReturns a list of all plane masters that match the input true plane, drawn from the passed in group (ignores z layer offsets)
hide_actionRemoves the passed in action from its current position on the screen
hide_landingsClears all currently visible landings
remove_ninja_hudHUD cleaning proc.
view_audit_buttonsEnsures 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