/datum/hud/proc/monkey_hud(ui_style = 'icons/mob/screen_midnight.dmi') adding = list() other = list() var/obj/screen/using var/obj/screen/inventory/inv_box using = new /obj/screen/act_intent() using.icon = ui_style using.icon_state = mymob.a_intent using.screen_loc = ui_acti adding += using action_intent = using using = new /obj/screen/mov_intent() using.icon = ui_style using.icon_state = (mymob.m_intent == "run" ? "running" : "walking") using.screen_loc = ui_movi adding += using move_intent = using using = new /obj/screen/drop() using.icon = ui_style using.screen_loc = ui_drop_throw adding += using inv_box = new /obj/screen/inventory() inv_box.name = "r_hand" inv_box.icon = ui_style inv_box.icon_state = "hand_r_inactive" if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use inv_box.icon_state = "hand_r_active" inv_box.screen_loc = ui_rhand inv_box.slot_id = slot_r_hand inv_box.layer = 19 r_hand_hud_object = inv_box adding += inv_box inv_box = new /obj/screen/inventory() inv_box.name = "l_hand" inv_box.icon = ui_style inv_box.icon_state = "hand_l_inactive" if(mymob && mymob.hand) //This being 1 means the left hand is in use inv_box.icon_state = "hand_l_active" inv_box.screen_loc = ui_lhand inv_box.slot_id = slot_l_hand inv_box.layer = 19 l_hand_hud_object = inv_box adding += inv_box using = new /obj/screen() using.name = "hand" using.icon = ui_style using.icon_state = "swap_1_m" //extra wide! using.screen_loc = ui_swaphand1 using.layer = 19 adding += using using = new /obj/screen() using.name = "hand" using.icon = ui_style using.icon_state = "swap_2" using.screen_loc = ui_swaphand2 using.layer = 19 adding += using inv_box = new /obj/screen/inventory() inv_box.name = "mask" inv_box.icon = ui_style inv_box.icon_state = "mask" inv_box.screen_loc = ui_monkey_mask inv_box.slot_id = slot_wear_mask inv_box.layer = 19 adding += inv_box inv_box = new /obj/screen/inventory() inv_box.name = "head" inv_box.icon = ui_style inv_box.icon_state = "head" inv_box.screen_loc = ui_monkey_head inv_box.slot_id = slot_head inv_box.layer = 19 adding += inv_box inv_box = new /obj/screen/inventory() inv_box.name = "back" inv_box.icon = ui_style inv_box.icon_state = "back" inv_box.screen_loc = ui_back inv_box.slot_id = slot_back inv_box.layer = 19 adding += inv_box mymob.throw_icon = new /obj/screen/throw_catch() mymob.throw_icon.icon = ui_style mymob.throw_icon.screen_loc = ui_drop_throw mymob.internals = new /obj/screen/internals() mymob.internals.screen_loc = ui_internal mymob.healths = new /obj/screen() mymob.healths.icon_state = "health0" mymob.healths.name = "health" mymob.healths.screen_loc = ui_health mymob.pullin = new /obj/screen/pull() mymob.pullin.icon = ui_style mymob.pullin.update_icon(mymob) mymob.pullin.screen_loc = ui_pull_resist lingchemdisplay = new /obj/screen/ling/chems() lingchemdisplay.screen_loc = ui_lingchemdisplay lingstingdisplay = new /obj/screen/ling/sting() lingstingdisplay.screen_loc = ui_lingstingdisplay mymob.blind = new /obj/screen() mymob.blind.icon = 'icons/mob/screen_full.dmi' mymob.blind.icon_state = "blackimageoverlay" mymob.blind.name = " " mymob.blind.screen_loc = "CENTER-7,CENTER-7" mymob.blind.layer = 0 mymob.blind.mouse_opacity = 0 mymob.damageoverlay = new /obj/screen() mymob.damageoverlay.icon = 'icons/mob/screen_full.dmi' mymob.damageoverlay.icon_state = "oxydamageoverlay0" mymob.damageoverlay.name = "dmg" mymob.damageoverlay.blend_mode = BLEND_MULTIPLY mymob.damageoverlay.screen_loc = "CENTER-7,CENTER-7" mymob.damageoverlay.mouse_opacity = 0 mymob.damageoverlay.layer = 18.1 //The black screen overlay sets layer to 18 to display it, this one has to be just on top. mymob.flash = new /obj/screen() mymob.flash.icon = 'icons/mob/screen_gen.dmi' mymob.flash.icon_state = "blank" mymob.flash.name = "flash" mymob.flash.screen_loc = "WEST,SOUTH to EAST,NORTH" mymob.flash.layer = 17 mymob.zone_sel = new /obj/screen/zone_sel() mymob.zone_sel.icon = ui_style mymob.zone_sel.update_icon() mymob.client.screen = list() using = new /obj/screen/resist() using.icon = ui_style using.screen_loc = ui_pull_resist adding += using mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.internals, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, lingchemdisplay, lingstingdisplay) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach ) mymob.client.screen += adding + other mymob.client.screen += mymob.client.void