/tg/ Station 13 - Modules - TypesVar Details - Proc Details

hud

Vars

always_visible_inventoryScreen objects that never exit view.
atmos_debug_overlaysIf this client is being shown atmos debug overlays or not
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)
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_colorThe color to use for the screentips. This is updated by the preference for cheaper reads than would be had with a proc call, especially on one of the hottest procs in the game (MouseEntered).
screentip_imagesWhether to use text or images for click hints. Same behavior as screentips_enabled--very hot, updated when the preference is updated.
screentip_textUI for screentips that appear when you mouse over things
screentips_enabledWhether or not screentips are enabled. This is updated by the preference for cheaper reads than would be had with a proc call, especially on one of the hottest procs in the game (MouseEntered).

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)
get_ui_alert_placementGets the placement for the alert based on its index
hide_actionRemoves the passed in action from its current position on the screen
hide_landingsClears all currently visible landings
show_hudShows this hud's hud to some mob
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

always_visible_inventory

Screen objects that never exit view.

atmos_debug_overlays

If this client is being shown atmos debug overlays or not

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)

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_color

The color to use for the screentips. This is updated by the preference for cheaper reads than would be had with a proc call, especially on one of the hottest procs in the game (MouseEntered).

screentip_images

Whether to use text or images for click hints. Same behavior as screentips_enabled--very hot, updated when the preference is updated.

screentip_text

UI for screentips that appear when you mouse over things

screentips_enabled

Whether or not screentips are enabled. This is updated by the preference for cheaper reads than would be had with a proc call, especially on one of the hottest procs in the game (MouseEntered).

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)

get_ui_alert_placement

Gets the placement for the alert based on its index

hide_action

Removes the passed in action from its current position on the screen

hide_landings

Clears all currently visible landings

show_hud

Shows this hud's hud to some mob

Arguments

view_audit_buttons

Ensures all of our buttons are properly within the bounds of our client's view, moves them if they're not