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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:
@@ -254,7 +254,8 @@
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cyborg = R
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icon_state = "selfrepair_off"
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action_button_name = "Toggle Self-Repair"
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var/datum/action/A = new /datum/action/item_action/toggle(src)
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A.Grant(R)
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return 1
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/obj/item/borg/upgrade/selfrepair/Destroy()
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@@ -276,6 +277,9 @@
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/obj/item/borg/upgrade/selfrepair/update_icon()
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if(cyborg)
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icon_state = "selfrepair_[on ? "on" : "off"]"
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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else
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icon_state = "cyborg_upgrade5"
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