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* [Ready] MODsuits * we dont need to add these people as codeowners, goodness gracious * have to remove this because upstream * part 1 of these fixes * EEEE * Update peacekeeper_clothing.dm * E * E * Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109" * E * Update expeditionary_trooper.dm * more removal * nice * modsuti modstui modusuti * fixes * E * ITS MODsuit not HARDSUIT * more hardsuit references * MODSUIT NOT HARSUITEDSA * Maps * More ,map * oop * e * oo aa * 0 * ting tang * Update modsuit_tailsprites.dm * hi fikou * bs tech update Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
81 lines
2.5 KiB
Plaintext
81 lines
2.5 KiB
Plaintext
/obj/item/mod/control/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "MODsuit", name)
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ui.open()
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/obj/item/mod/control/ui_data()
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var/data = list()
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data["interface_break"] = interface_break
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data["malfunctioning"] = malfunctioning
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data["open"] = open
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data["active"] = active
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data["locked"] = locked
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data["complexity"] = complexity
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data["selected_module"] = selected_module?.name
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data["wearer_name"] = wearer ? (wearer.get_authentification_name("Unknown") || "Unknown") : "No Occupant"
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data["wearer_job"] = wearer ? wearer.get_assignment("Unknown", "Unknown", FALSE) : "No Job"
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data["AI"] = ai?.name
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data["cell"] = cell?.name
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data["charge"] = cell ? round(cell.percent(), 1) : 0
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data["modules"] = list()
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for(var/obj/item/mod/module/module as anything in modules)
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var/list/module_data = list(
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name = module.name,
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description = module.desc,
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module_type = module.module_type,
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active = module.active,
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idle_power = module.idle_power_cost,
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active_power = module.active_power_cost,
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use_power = module.use_power_cost,
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complexity = module.complexity,
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cooldown_time = module.cooldown_time,
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cooldown = round(COOLDOWN_TIMELEFT(module, cooldown_timer), 1 SECONDS),
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id = module.tgui_id,
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ref = REF(module),
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configuration_data = module.get_configuration()
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)
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module_data += module.add_ui_data()
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data["modules"] += list(module_data)
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return data
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/obj/item/mod/control/ui_static_data(mob/user)
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var/data = list()
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data["ui_theme"] = ui_theme
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data["control"] = name
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data["complexity_max"] = complexity_max
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data["helmet"] = helmet?.name
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data["chestplate"] = chestplate?.name
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data["gauntlets"] = gauntlets?.name
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data["boots"] = boots?.name
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return data
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/obj/item/mod/control/ui_act(action, params)
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. = ..()
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if(.)
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return
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if(!allowed(usr) && locked)
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balloon_alert(usr, "insufficient access!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return
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if(malfunctioning && prob(75))
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balloon_alert(usr, "button malfunctions!")
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return
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switch(action)
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if("lock")
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locked = !locked
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balloon_alert(usr, "[locked ? "locked" : "unlocked"]!")
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if("activate")
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toggle_activate(usr)
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if("select")
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var/obj/item/mod/module/module = locate(params["ref"]) in modules
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if(!module)
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return
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module.on_select()
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if("configure")
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var/obj/item/mod/module/module = locate(params["ref"]) in modules
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if(!module)
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return
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module.configure_edit(params["key"], params["value"])
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return TRUE
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