Files
Bubberstation/code/datums/action.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

779 lines
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#define AB_CHECK_HANDS_BLOCKED (1<<0)
#define AB_CHECK_IMMOBILE (1<<1)
#define AB_CHECK_LYING (1<<2)
#define AB_CHECK_CONSCIOUS (1<<3)
/datum/action
var/name = "Generic Action"
var/desc = null
var/obj/target = null
var/check_flags = NONE
var/processing = FALSE
var/atom/movable/screen/movable/action_button/button = null
var/buttontooltipstyle = ""
var/transparent_when_unavailable = TRUE
var/button_icon = 'icons/mob/actions/backgrounds.dmi' //This is the file for the BACKGROUND icon
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND //And this is the state for the background icon
var/icon_icon = 'icons/hud/actions.dmi' //This is the file for the ACTION icon
var/button_icon_state = "default" //And this is the state for the action icon
var/mob/owner
/datum/action/New(Target)
link_to(Target)
button = new
button.linked_action = src
button.name = name
button.actiontooltipstyle = buttontooltipstyle
if(desc)
button.desc = desc
/datum/action/proc/link_to(Target)
target = Target
RegisterSignal(Target, COMSIG_ATOM_UPDATED_ICON, .proc/OnUpdatedIcon)
/datum/action/Destroy()
if(owner)
Remove(owner)
target = null
QDEL_NULL(button)
return ..()
/datum/action/proc/Grant(mob/M)
if(M)
if(owner)
if(owner == M)
return
Remove(owner)
owner = M
RegisterSignal(owner, COMSIG_PARENT_QDELETING, .proc/owner_deleted)
//button id generation
var/counter = 0
var/bitfield = 0
for(var/datum/action/A in M.actions)
if(A.name == name && A.button.id)
counter += 1
bitfield |= A.button.id
bitfield = ~bitfield
var/bitflag = 1
for(var/i in 1 to (counter + 1))
if(bitfield & bitflag)
button.id = bitflag
break
bitflag *= 2
LAZYADD(M.actions, src)
if(M.client)
M.client.screen += button
button.locked = M.client.prefs.buttons_locked || button.id ? M.client.prefs.action_buttons_screen_locs["[name]_[button.id]"] : FALSE //even if it's not defaultly locked we should remember we locked it before
button.moved = button.id ? M.client.prefs.action_buttons_screen_locs["[name]_[button.id]"] : FALSE
M.update_action_buttons()
else
Remove(owner)
/datum/action/proc/owner_deleted(datum/source)
SIGNAL_HANDLER
Remove(owner)
/datum/action/proc/Remove(mob/M)
if(M)
if(M.client)
M.client.screen -= button
LAZYREMOVE(M.actions, src)
M.update_action_buttons()
if(owner)
UnregisterSignal(owner, COMSIG_PARENT_QDELETING)
owner = null
button.moved = FALSE //so the button appears in its normal position when given to another owner.
button.locked = FALSE
button.id = null
/datum/action/proc/Trigger()
if(!IsAvailable())
return FALSE
if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER)
return FALSE
return TRUE
/datum/action/proc/IsAvailable()
if(!owner)
return FALSE
if((check_flags & AB_CHECK_HANDS_BLOCKED) && HAS_TRAIT(owner, TRAIT_HANDS_BLOCKED))
return FALSE
if((check_flags & AB_CHECK_IMMOBILE) && HAS_TRAIT(owner, TRAIT_IMMOBILIZED))
return FALSE
if((check_flags & AB_CHECK_LYING) && isliving(owner))
var/mob/living/action_user = owner
if(action_user.body_position == LYING_DOWN)
return FALSE
if((check_flags & AB_CHECK_CONSCIOUS) && owner.stat != CONSCIOUS)
return FALSE
return TRUE
/datum/action/proc/UpdateButtonIcon(status_only = FALSE, force = FALSE)
if(button)
if(!status_only)
button.name = name
button.desc = desc
if(owner?.hud_used && background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND)
var/list/settings = owner.hud_used.get_action_buttons_icons()
if(button.icon != settings["bg_icon"])
button.icon = settings["bg_icon"]
if(button.icon_state != settings["bg_state"])
button.icon_state = settings["bg_state"]
else
if(button.icon != button_icon)
button.icon = button_icon
if(button.icon_state != background_icon_state)
button.icon_state = background_icon_state
ApplyIcon(button, force)
if(!IsAvailable())
button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
else
button.color = rgb(255,255,255,255)
return 1
/datum/action/proc/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force = FALSE)
if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force))
current_button.cut_overlays(TRUE)
current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state))
current_button.button_icon_state = button_icon_state
/datum/action/proc/OnUpdatedIcon()
SIGNAL_HANDLER
UpdateButtonIcon()
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_HANDS_BLOCKED|AB_CHECK_CONSCIOUS
button_icon_state = null
// If you want to override the normal icon being the item
// then change this to an icon state
/datum/action/item_action/New(Target)
..()
var/obj/item/I = target
LAZYINITLIST(I.actions)
I.actions += src
/datum/action/item_action/Destroy()
var/obj/item/I = target
I.actions -= src
UNSETEMPTY(I.actions)
return ..()
/datum/action/item_action/Trigger()
. = ..()
if(!.)
return FALSE
if(target)
var/obj/item/I = target
I.ui_action_click(owner, src)
return TRUE
/datum/action/item_action/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force)
if(button_icon && button_icon_state)
// If set, use the custom icon that we set instead
// of the item appearence
..()
else if((target && current_button.appearance_cache != target.appearance) || force) //replace with /ref comparison if this is not valid.
var/obj/item/I = target
var/old_layer = I.layer
var/old_plane = I.plane
I.layer = FLOAT_LAYER //AAAH
I.plane = FLOAT_PLANE //^ what that guy said
current_button.cut_overlays()
current_button.add_overlay(I)
I.layer = old_layer
I.plane = old_plane
current_button.appearance_cache = I.appearance
/datum/action/item_action/toggle_light
name = "Toggle Light"
/datum/action/item_action/toggle_light/Trigger()
if(istype(target, /obj/item/pda))
var/obj/item/pda/P = target
P.toggle_light(owner)
return
..()
/datum/action/item_action/toggle_hood
name = "Toggle Hood"
/datum/action/item_action/toggle_firemode
name = "Toggle Firemode"
/datum/action/item_action/rcl_col
name = "Change Cable Color"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "rcl_rainbow"
/datum/action/item_action/rcl_gui
name = "Toggle Fast Wiring Gui"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "rcl_gui"
/datum/action/item_action/startchainsaw
name = "Pull The Starting Cord"
/datum/action/item_action/toggle_gunlight
name = "Toggle Gunlight"
/datum/action/item_action/toggle_mode
name = "Toggle Mode"
/datum/action/item_action/toggle_barrier_spread
name = "Toggle Barrier Spread"
/datum/action/item_action/equip_unequip_ted_gun
name = "Equip/Unequip TED Gun"
/datum/action/item_action/toggle_paddles
name = "Toggle Paddles"
/datum/action/item_action/set_internals
name = "Set Internals"
/datum/action/item_action/set_internals/UpdateButtonIcon(status_only = FALSE, force)
if(..()) //button available
if(iscarbon(owner))
var/mob/living/carbon/C = owner
if(target == C.internal)
button.icon_state = "template_active"
/datum/action/item_action/pick_color
name = "Choose A Color"
/datum/action/item_action/toggle_mister
name = "Toggle Mister"
/datum/action/item_action/activate_injector
name = "Activate Injector"
/datum/action/item_action/toggle_helmet_light
name = "Toggle Helmet Light"
/datum/action/item_action/toggle_welding_screen
name = "Toggle Welding Screen"
/datum/action/item_action/toggle_welding_screen/Trigger()
var/obj/item/clothing/head/hardhat/weldhat/H = target
if(istype(H))
H.toggle_welding_screen(owner)
/datum/action/item_action/toggle_welding_screen/plasmaman
name = "Toggle Welding Screen"
/datum/action/item_action/toggle_welding_screen/plasmaman/Trigger()
var/obj/item/clothing/head/helmet/space/plasmaman/H = target
if(istype(H))
H.toggle_welding_screen(owner)
/datum/action/item_action/toggle_spacesuit
name = "Toggle Suit Thermal Regulator"
icon_icon = 'icons/mob/actions/actions_spacesuit.dmi'
button_icon_state = "thermal_off"
/datum/action/item_action/toggle_spacesuit/New(Target)
. = ..()
RegisterSignal(target, COMSIG_SUIT_SPACE_TOGGLE, .proc/toggle)
/datum/action/item_action/toggle_spacesuit/Destroy()
UnregisterSignal(target, COMSIG_SUIT_SPACE_TOGGLE)
return ..()
/datum/action/item_action/toggle_spacesuit/Trigger()
var/obj/item/clothing/suit/space/suit = target
if(!istype(suit))
return
suit.toggle_spacesuit()
/// Toggle the action icon for the space suit thermal regulator
/datum/action/item_action/toggle_spacesuit/proc/toggle(obj/item/clothing/suit/space/suit)
SIGNAL_HANDLER
button_icon_state = "thermal_[suit.thermal_on ? "on" : "off"]"
UpdateButtonIcon()
/datum/action/item_action/vortex_recall
name = "Vortex Recall"
desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "vortex_recall"
/datum/action/item_action/vortex_recall/IsAvailable()
var/area/current_area = get_area(target)
if(current_area.area_flags & NOTELEPORT)
to_chat(owner, span_notice("[target] fizzles uselessly."))
return
if(istype(target, /obj/item/hierophant_club))
var/obj/item/hierophant_club/H = target
if(H.teleporting)
return FALSE
return ..()
/datum/action/item_action/berserk_mode
name = "Berserk"
desc = "Increase your movement and melee speed while also increasing your melee armor for a short amount of time."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "berserk_mode"
background_icon_state = "bg_demon"
/datum/action/item_action/berserk_mode/Trigger()
if(istype(target, /obj/item/clothing/head/helmet/space/hardsuit/berserker))
var/obj/item/clothing/head/helmet/space/hardsuit/berserker/berzerk = target
if(berzerk.berserk_active)
to_chat(owner, span_warning("You are already berserk!"))
return
if(berzerk.berserk_charge < 100)
to_chat(owner, span_warning("You don't have a full charge."))
return
berzerk.berserk_mode(owner)
return
..()
/datum/action/item_action/toggle_helmet_flashlight
name = "Toggle Helmet Flashlight"
/datum/action/item_action/toggle_helmet_mode
name = "Toggle Helmet Mode"
/datum/action/item_action/crew_monitor
name = "Interface With Crew Monitor"
/datum/action/item_action/toggle
/datum/action/item_action/toggle/New(Target)
..()
name = "Toggle [target.name]"
button.name = name
/datum/action/item_action/halt
name = "HALT!"
/datum/action/item_action/toggle_voice_box
name = "Toggle Voice Box"
/datum/action/item_action/change
name = "Change"
/datum/action/item_action/nano_picket_sign
name = "Retext Nano Picket Sign"
var/obj/item/picket_sign/S
/datum/action/item_action/nano_picket_sign/New(Target)
..()
if(istype(Target, /obj/item/picket_sign))
S = Target
/datum/action/item_action/nano_picket_sign/Trigger()
if(istype(S))
S.retext(owner)
/datum/action/item_action/adjust
/datum/action/item_action/adjust/New(Target)
..()
name = "Adjust [target.name]"
button.name = name
/datum/action/item_action/switch_hud
name = "Switch HUD"
/datum/action/item_action/toggle_wings
name = "Toggle Wings"
/datum/action/item_action/toggle_human_head
name = "Toggle Human Head"
/datum/action/item_action/toggle_helmet
name = "Toggle Helmet"
/datum/action/item_action/toggle_jetpack
name = "Toggle Jetpack"
/datum/action/item_action/jetpack_stabilization
name = "Toggle Jetpack Stabilization"
/datum/action/item_action/jetpack_stabilization/IsAvailable()
var/obj/item/tank/jetpack/J = target
if(!istype(J) || !J.on)
return FALSE
return ..()
/datum/action/item_action/hands_free
check_flags = AB_CHECK_CONSCIOUS
/datum/action/item_action/hands_free/activate
name = "Activate"
/datum/action/item_action/hands_free/shift_nerves
name = "Shift Nerves"
/datum/action/item_action/explosive_implant
check_flags = NONE
name = "Activate Explosive Implant"
/datum/action/item_action/toggle_research_scanner
name = "Toggle Research Scanner"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "scan_mode"
var/active = FALSE
/datum/action/item_action/toggle_research_scanner/Trigger()
if(IsAvailable())
active = !active
if(active)
owner.research_scanner++
else
owner.research_scanner--
to_chat(owner, span_notice("[target] research scanner has been [active ? "activated" : "deactivated"]."))
return 1
/datum/action/item_action/toggle_research_scanner/Remove(mob/M)
if(owner && active)
owner.research_scanner--
active = FALSE
..()
/datum/action/item_action/instrument
name = "Use Instrument"
desc = "Use the instrument specified"
/datum/action/item_action/instrument/Trigger()
if(istype(target, /obj/item/instrument))
var/obj/item/instrument/I = target
I.interact(usr)
return
return ..()
/datum/action/item_action/activate_remote_view
name = "Activate Remote View"
desc = "Activates the Remote View of your spy sunglasses."
/datum/action/item_action/organ_action
check_flags = AB_CHECK_CONSCIOUS
/datum/action/item_action/organ_action/IsAvailable()
var/obj/item/organ/I = target
if(!I.owner)
return FALSE
return ..()
/datum/action/item_action/organ_action/toggle/New(Target)
..()
name = "Toggle [target.name]"
button.name = name
/datum/action/item_action/organ_action/use/New(Target)
..()
name = "Use [target.name]"
button.name = name
/datum/action/item_action/cult_dagger
name = "Draw Blood Rune"
desc = "Use the ritual dagger to create a powerful blood rune"
icon_icon = 'icons/mob/actions/actions_cult.dmi'
button_icon_state = "draw"
buttontooltipstyle = "cult"
background_icon_state = "bg_demon"
/datum/action/item_action/cult_dagger/Grant(mob/M)
if(IS_CULTIST(M))
..()
button.screen_loc = "6:157,4:-2"
button.moved = "6:157,4:-2"
else
Remove(owner)
/datum/action/item_action/cult_dagger/Trigger()
for(var/obj/item/H in owner.held_items) //In case we were already holding another dagger
if(istype(H, /obj/item/melee/cultblade/dagger))
H.attack_self(owner)
return
var/obj/item/I = target
if(owner.can_equip(I, ITEM_SLOT_HANDS))
owner.temporarilyRemoveItemFromInventory(I)
owner.put_in_hands(I)
I.attack_self(owner)
return
if(!isliving(owner))
to_chat(owner, span_warning("You lack the necessary living force for this action."))
return
var/mob/living/living_owner = owner
if (living_owner.usable_hands <= 0)
to_chat(living_owner, span_warning("You dont have any usable hands!"))
else
to_chat(living_owner, span_warning("Your hands are full!"))
///MGS BOX!
/datum/action/item_action/agent_box
name = "Deploy Box"
desc = "Find inner peace, here, in the box."
check_flags = AB_CHECK_HANDS_BLOCKED|AB_CHECK_IMMOBILE|AB_CHECK_CONSCIOUS
background_icon_state = "bg_agent"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "deploy_box"
///The type of closet this action spawns.
var/boxtype = /obj/structure/closet/cardboard/agent
COOLDOWN_DECLARE(box_cooldown)
///Handles opening and closing the box.
/datum/action/item_action/agent_box/Trigger()
. = ..()
if(!.)
return FALSE
if(istype(owner.loc, /obj/structure/closet/cardboard/agent))
var/obj/structure/closet/cardboard/agent/box = owner.loc
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
box.open()
return
//Box closing from here on out.
if(!isturf(owner.loc)) //Don't let the player use this to escape mechs/welded closets.
to_chat(owner, span_warning("You need more space to activate this implant!"))
return
if(!COOLDOWN_FINISHED(src, box_cooldown))
return
COOLDOWN_START(src, box_cooldown, 10 SECONDS)
var/box = new boxtype(owner.drop_location())
owner.forceMove(box)
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
//Preset for spells
/datum/action/spell_action
check_flags = NONE
background_icon_state = "bg_spell"
/datum/action/spell_action/New(Target)
..()
var/obj/effect/proc_holder/S = target
S.action = src
name = S.name
desc = S.desc
icon_icon = S.action_icon
button_icon_state = S.action_icon_state
background_icon_state = S.action_background_icon_state
button.name = name
/datum/action/spell_action/Destroy()
var/obj/effect/proc_holder/S = target
S.action = null
return ..()
/datum/action/spell_action/Trigger()
if(!..())
return FALSE
if(target)
var/obj/effect/proc_holder/S = target
S.Click()
return TRUE
/datum/action/spell_action/IsAvailable()
if(!target)
return FALSE
return TRUE
/datum/action/spell_action/spell
/datum/action/spell_action/spell/IsAvailable()
if(!target)
return FALSE
var/obj/effect/proc_holder/spell/S = target
if(owner)
return S.can_cast(owner)
return FALSE
/datum/action/spell_action/alien
/datum/action/spell_action/alien/IsAvailable()
if(!target)
return FALSE
var/obj/effect/proc_holder/alien/ab = target
if(owner)
return ab.cost_check(ab.check_turf,owner,1)
return FALSE
//Preset for general and toggled actions
/datum/action/innate
check_flags = NONE
var/active = 0
/datum/action/innate/Trigger()
if(!..())
return FALSE
if(!active)
Activate()
else
Deactivate()
return TRUE
/datum/action/innate/proc/Activate()
return
/datum/action/innate/proc/Deactivate()
return
//Preset for an action with a cooldown
/datum/action/cooldown
check_flags = NONE
transparent_when_unavailable = FALSE
var/cooldown_time = 0
var/next_use_time = 0
/datum/action/cooldown/New()
..()
button.maptext = ""
button.maptext_x = 8
button.maptext_y = 0
button.maptext_width = 24
button.maptext_height = 12
/datum/action/cooldown/IsAvailable()
return next_use_time <= world.time
/datum/action/cooldown/proc/StartCooldown()
next_use_time = world.time + cooldown_time
button.maptext = MAPTEXT("<b>[round(cooldown_time/10, 0.1)]</b>")
UpdateButtonIcon()
START_PROCESSING(SSfastprocess, src)
/datum/action/cooldown/process()
if(!owner)
button.maptext = ""
STOP_PROCESSING(SSfastprocess, src)
var/timeleft = max(next_use_time - world.time, 0)
if(timeleft == 0)
button.maptext = ""
UpdateButtonIcon()
STOP_PROCESSING(SSfastprocess, src)
else
button.maptext = MAPTEXT("<b>[round(timeleft/10, 0.1)]</b>")
/datum/action/cooldown/Grant(mob/M)
..()
if(owner)
UpdateButtonIcon()
if(next_use_time > world.time)
START_PROCESSING(SSfastprocess, src)
//Stickmemes
/datum/action/item_action/stickmen
name = "Summon Stick Minions"
desc = "Allows you to summon faithful stickmen allies to aide you in battle."
icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
button_icon_state = "art_summon"
//surf_ss13
/datum/action/item_action/bhop
name = "Activate Jump Boots"
desc = "Activates the jump boot's internal propulsion system, allowing the user to dash over 4-wide gaps."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "jetboot"
/datum/action/item_action/bhop/brocket
name = "Activate Rocket Boots"
desc = "Activates the boot's rocket propulsion system, allowing the user to hurl themselves great distances."
/datum/action/language_menu
name = "Language Menu"
desc = "Open the language menu to review your languages, their keys, and select your default language."
button_icon_state = "language_menu"
check_flags = NONE
/datum/action/language_menu/Trigger()
if(!..())
return FALSE
if(ismob(owner))
var/mob/M = owner
var/datum/language_holder/H = M.get_language_holder()
H.open_language_menu(usr)
/datum/action/item_action/wheelys
name = "Toggle Wheels"
desc = "Pops out or in your shoes' wheels."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "wheelys"
/datum/action/item_action/kindle_kicks
name = "Activate Kindle Kicks"
desc = "Kick you feet together, activating the lights in your Kindle Kicks."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "kindleKicks"
//Small sprites
/datum/action/small_sprite
name = "Toggle Giant Sprite"
desc = "Others will always see you as giant"
icon_icon = 'icons/mob/actions/actions_xeno.dmi'
button_icon_state = "smallqueen"
background_icon_state = "bg_alien"
var/small = FALSE
var/small_icon
var/small_icon_state
/datum/action/small_sprite/queen
small_icon = 'icons/mob/alien.dmi'
small_icon_state = "alienq"
/datum/action/small_sprite/megafauna
icon_icon = 'icons/mob/actions/actions_xeno.dmi'
button_icon_state = "smallqueen"
background_icon_state = "bg_alien"
small_icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
/datum/action/small_sprite/megafauna/drake
small_icon_state = "ash_whelp"
/datum/action/small_sprite/megafauna/colossus
small_icon_state = "Basilisk"
/datum/action/small_sprite/megafauna/bubblegum
small_icon_state = "goliath2"
/datum/action/small_sprite/megafauna/legion
small_icon_state = "mega_legion"
/datum/action/small_sprite/Trigger()
..()
if(!small)
var/image/I = image(icon = small_icon, icon_state = small_icon_state, loc = owner)
I.override = TRUE
I.pixel_x -= owner.pixel_x
I.pixel_y -= owner.pixel_y
owner.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic, "smallsprite", I, AA_TARGET_SEE_APPEARANCE | AA_MATCH_TARGET_OVERLAYS)
small = TRUE
else
owner.remove_alt_appearance("smallsprite")
small = FALSE
/datum/action/item_action/storage_gather_mode
name = "Switch gathering mode"
desc = "Switches the gathering mode of a storage object."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "storage_gather_switch"
/datum/action/item_action/storage_gather_mode/ApplyIcon(atom/movable/screen/movable/action_button/current_button)
. = ..()
var/old_layer = target.layer
var/old_plane = target.plane
target.layer = FLOAT_LAYER //AAAH
target.plane = FLOAT_PLANE //^ what that guy said
current_button.cut_overlays()
current_button.add_overlay(target)
target.layer = old_layer
target.plane = old_plane
current_button.appearance_cache = target.appearance