screen
Vars | |
assigned_map | Map name assigned to this object. Automatically set by /client/proc/add_obj_to_map. |
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clear_with_screen | If FALSE, this will not be cleared when calling /client/clear_screen() |
default_click | If TRUE, clicking the screen element will fall through and perform a default "Click" call Obviously this requires your Click override, if any, to call parent on their own. This is set to FALSE to default to dissade you from doing this. Generally we don't want default Click stuff, which results in bugs like using Telekinesis on a screen element or trying to point your gun at your screen. |
del_on_map_removal | Mark this object as garbage-collectible after you clean the map it was registered on. |
hud | A reference to the owner HUD, if any. |
master_ref | A reference to the object in the slot. Grabs or items, generally, but any datum will do. |
Procs | |
Adjacent | Screen elements are always on top of the players screen and don't move so yes they are adjacent |
fill_rect | Sets screen_loc to fill a rectangular area of the map. |
get_mob | Returns the mob this is being displayed to, if any |
set_new_hud | setter used to set our new hud |
set_position | Sets screen_loc of this screen object, in form of point coordinates, with optional pixel offset (px, py). |
Var Details
assigned_map
Map name assigned to this object. Automatically set by /client/proc/add_obj_to_map.
clear_with_screen
If FALSE, this will not be cleared when calling /client/clear_screen()
default_click
If TRUE, clicking the screen element will fall through and perform a default "Click" call Obviously this requires your Click override, if any, to call parent on their own. This is set to FALSE to default to dissade you from doing this. Generally we don't want default Click stuff, which results in bugs like using Telekinesis on a screen element or trying to point your gun at your screen.
del_on_map_removal
Mark this object as garbage-collectible after you clean the map it was registered on.
This could probably be changed to be a proc, for conditional removal. But for now, this works.
hud
A reference to the owner HUD, if any.
master_ref
A reference to the object in the slot. Grabs or items, generally, but any datum will do.
Proc Details
Adjacent
Screen elements are always on top of the players screen and don't move so yes they are adjacent
fill_rect
Sets screen_loc to fill a rectangular area of the map.
If applicable, "assigned_map" has to be assigned before this proc call.
get_mob
Returns the mob this is being displayed to, if any
set_new_hud
setter used to set our new hud
set_position
Sets screen_loc of this screen object, in form of point coordinates, with optional pixel offset (px, py).
If applicable, "assigned_map" has to be assigned before this proc call.