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https://github.com/ParadiseSS13/Paradise.git
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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:
@@ -655,7 +655,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
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M.equip_to_slot_or_del(J, slot_back)
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J.toggle()
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J.turn_on()
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
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J.Topic(null, list("stat" = 1))
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equip_special_id(M,get_all_accesses(), "Space Explorer", /obj/item/weapon/card/id)
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@@ -684,7 +684,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/atmos(M), slot_head)
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var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
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M.equip_to_slot_or_del(J, slot_back)
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J.toggle()
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J.turn_on()
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
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equip_special_id(M,get_all_accesses(), "RIG Tester", /obj/item/weapon/card/id)
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J.Topic(null, list("stat" = 1))
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@@ -59,7 +59,7 @@ var/global/sent_honksquad = 0
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new_honksquad.key = pick(commandos)
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commandos -= new_honksquad.key
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new_honksquad.internal = new_honksquad.s_store
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new_honksquad.internals.icon_state = "internal1"
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new_honksquad.update_internals_hud_icon(1)
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//So they don't forget their code or mission.
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new_honksquad.mind.store_memory("<B>Mission:</B> \red [input].")
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@@ -375,7 +375,7 @@ client/proc/one_click_antag()
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new_syndicate_commando.key = theghost.key
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new_syndicate_commando.internal = new_syndicate_commando.s_store
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new_syndicate_commando.internals.icon_state = "internal1"
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new_syndicate_commando.update_internals_hud_icon(1)
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//So they don't forget their code or mission.
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@@ -407,7 +407,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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if("Death Commando")//Leaves them at late-join spawn.
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new_character.equip_death_commando()
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new_character.internal = new_character.s_store
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new_character.internals.icon_state = "internal1"
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new_character.update_internals_hud_icon(1)
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else//They may also be a cyborg or AI.
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switch(new_character.mind.assigned_role)
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if("Cyborg")//More rigging to make em' work and check if they're traitor.
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@@ -64,7 +64,7 @@ var/global/sent_strike_team = 0
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new_commando.key = pick(commandos)
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commandos -= new_commando.key
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new_commando.internal = new_commando.s_store
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new_commando.internals.icon_state = "internal1"
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new_commando.update_internals_hud_icon(1)
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//So they don't forget their code or mission.
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if(nuke_code)
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@@ -71,7 +71,7 @@ var/global/sent_syndicate_strike_team = 0
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new_syndicate_commando.key = pick(commandos)
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commandos -= new_syndicate_commando.key
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new_syndicate_commando.internal = new_syndicate_commando.s_store
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new_syndicate_commando.internals.icon_state = "internal1"
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new_syndicate_commando.update_internals_hud_icon(1)
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//So they don't forget their code or mission.
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if(nuke_code)
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