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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:
+25
-12
@@ -29,10 +29,8 @@
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var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
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var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
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//If this is set, The item will make an action button on the player's HUD when picked up.
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var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button.
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var/action_button_custom_type = null
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var/datum/action/item_action/action = null
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var/list/actions = list() //list of /datum/action's that this item has.
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var/list/actions_types = list() //list of paths of action datums to give to the item on New().
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var/list/materials = list()
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//Since any item can now be a piece of clothing, this has to be put here so all items share it.
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@@ -72,10 +70,17 @@
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var/sprite_sheets_obj = null //Used to override hardcoded clothing inventory object dmis in human clothing proc.
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var/list/species_fit = null //This object has a different appearance when worn by these species
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/obj/item/New()
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..()
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for(var/path in actions_types)
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new path(src)
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/obj/item/Destroy()
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if(ismob(loc))
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var/mob/m = loc
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m.unEquip(src, 1)
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for(var/X in actions)
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qdel(X)
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return ..()
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/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
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@@ -293,14 +298,16 @@
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return 1
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return 0
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/obj/item/proc/talk_into(mob/M as mob, var/text, var/channel=null)
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/obj/item/proc/talk_into(mob/M, var/text, var/channel=null)
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return
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/obj/item/proc/moved(mob/user as mob, old_loc as turf)
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/obj/item/proc/moved(mob/user, old_loc)
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return
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/obj/item/proc/dropped(mob/user as mob)
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..()
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/obj/item/proc/dropped(mob/user)
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for(var/X in actions)
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var/datum/action/A = X
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A.Remove(user)
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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@@ -324,7 +331,13 @@
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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return
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for(var/X in actions)
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var/datum/action/A = X
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if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot.
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A.Grant(user)
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/obj/item/proc/item_action_slot_check(slot, mob/user)
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return 1
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//returns 1 if the item is equipped by a mob, 0 otherwise.
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//This might need some error trapping, not sure if get_equipped_items() is safe for non-human mobs.
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@@ -379,11 +392,11 @@
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return
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//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi
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//This proc is executed when someone clicks the on-screen UI button.
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//The default action is attack_self().
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//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
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/obj/item/proc/ui_action_click()
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attack_self(usr)
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/obj/item/proc/ui_action_click(mob/user, actiontype)
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attack_self(user)
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/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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return 0
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