Action Button Update

- Refactors action button backend
   - Action buttons are no longer checked on Life(), items are responsible
     for adding/removing/updating them.
   - Item action buttons are no longer a static action_button_name define,
     items define actions_types, which is a list of paths.
   - Items can now have multiple action buttons.
     - This is handled by new arguments to ui_action_click, the first
       parameter is the user, the second is the path of the action datum
       that was invoked.
 - Refactored how internals function
   - You may now directly switch internals without breaking anything.
   - The internals icon has been updated to be more consistent.
 - Added action buttons for jetpacks
 - Added action buttons for oxygen tanks
 - Uses-based implants now qdel() themselves when they run out of uses.
   This is somewhat a buff to traitor implants, but it's such a minor
   change. The actual reasoning is so that the action buttons are properly
   removed.
 - Fixed a bug with the "Boo" spell which resulted in IsAvailable failing
   for certain ghosts.
 - You can now shift-click on movable HUD elements to reset them to the
   proper position (thank fucking christ)
This commit is contained in:
Tigercat2000
2016-07-18 13:23:01 -07:00
parent 00558bd109
commit 56a09db739
97 changed files with 1230 additions and 1022 deletions
+5
View File
@@ -134,6 +134,7 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
/obj/effect/proc_holder/spell/New()
..()
action = new(src)
still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
charge_counter = charge_max
@@ -152,9 +153,13 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
return
/obj/effect/proc_holder/spell/proc/start_recharge()
if(action)
action.UpdateButtonIcon()
while(charge_counter < charge_max)
sleep(1)
charge_counter++
if(action)
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/proc/perform(list/targets, recharge = 1, mob/user = usr) //if recharge is started is important for the trigger spells
before_cast(targets)