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* biting off more than I can chew, but I feel like hurting myself * more shit * progress continues, moral stays sameish * bite of 2587 * mod_theme down, but probably broken * 385 errors, 16 warnings, zero tgui interactions * 292 19 * final strech to buggy mess, break time * it compiles. It almost fucking certainly doesnt work, but it compiles * fudhsciffubgsbgpgb actions not working as should for modules * fuck it we'll just open the pr as we work on it * icons work now * tgui stuff * more progress * JUDGEMENT * IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother. * jetpacks, gps, and go do what exo-suits yourself * almost ready * sorry to whoever has to review this * should work™️ * should be good now * pushing changes so I can do reviews next * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * lore™️ Adds illegals level to modsuit parts from syndicate. * early returns * and these illegals * no uplink reference idiot * mod inhands are a good idea * this is needed for inhands nerd * Bomb detector working, modsutis cover ears. skin things * overslotting removal, cyborg charging, ert loadout for gamma * duplicated signal * modsuit themes, removes broken mister / bad base type module, 2 cores in robotics. * tether module, orb module, holster stuff * built in no slip, cheaper 87 * removes modules already installed, engineer ert get jetpack, equip into modsuit storage * comments spaces and duplicate flags * Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Compile TGUI, slowdown adjustment, Modsuit to MODsuit * sonar, do after, more equipment, acid handling * overlay bugs / ERT / DS suits autodeploy * middle click action buttons * traders, sec modsuit energy nerf * surplus weighting * Kinesis module. * Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis * more power / unused module removed * name, ds fix, pre equipped to cc suit * depot / grammer * ok should be good™️ * overslot, dupe gun, missing suit storage * stealth nerf, new kit * gun stuff / ds theme * bio armor is gone * let me push changes please thank you * makes shocks work right * copies over some changes TG made to module prices after porting * Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it- * sirryans changes Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Control define, ERT / DS have gloves / boots again. * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * More changes * god I hate tgui. Why do all the bundles live underground, instead of in my basement? * she updates my master till I testmerge * modsuits can recharge again * fixes a lot of shit * Ready for TM probably * sure fuck it whatever that makes sense I guess * the pinpointer works better™️ * Another storage module bug fix * hair and medical stuff * fuck fuck fuck * fixes sonar * Bag exploit fixes / plasma runtimes / ear nerf * dna lock improvement / cryostorage * whoops * Ball form second cooldown wasn't helping, no more infinite cores * she springs my lock till I ***SNAP*** * plasmaman no longer die * fixes modsuit emp issues * atmos no longer fucking dies * Fixes, module printing, and a restriction on newly constructed modsuits * Inventory code my hated * WOOO PREFERENCE CODE WOOOOO * icons my hated * fix for mods / spaceproof shit * holy shit whhhyyyyy * backpack first * Update mod_theme.dm * prevent infinite gun arms / infinite modsuit cores / syndicate modules * fixes tm error * scream loudly if species sprites break. They shouldn't, but, you know. * deconflicted with luck * converts to refit for species * fix pathfinder * fixes modsuits being funky power wise * lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit * nerfs the atmos modsuit * magboots for ds / CC modsuit * downside of autosave: typing in wrong window saves bad stuff * Gamma ERT have internal cameras again. * spellcheck when * ah fuck * yes delete the null that works * whoops * fixes error / description * un vulps your cannon * fixes tails disapeering on base modsuits * space to underscore * tgui fix / tajaran * springlock buff, cryopod fix * u helps * WHO PUTS A GUN IN ITEMS * tgui moment * mining modsuit nerf / hidden holster module * PAIN * UNATHI TIDE STATION WIDE * I love special code * slightly dense * shark jumpscare * fixes ghost item, fixes springlock being bad * YIPPEEEE IT WORKED * she decons my flict * pain * ebbas days are numbered :^) * hidden * r-r-r-ebuild * fixes more bugs * qwerty, you are dense * fixes gps * fix mulebot crate * level fix * adds back icon * moving storage, fix bug, modules activate / deactivate message * yeah * yeah * yeah™️ * steels requests * windoors no longer make pathfinder module explode * chat spam * oil slicks + modsuits * whoops * bag check * ofc * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/datums/uplink_items/uplink_nuclear.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/modules/module_pathfinder.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
128 lines
3.6 KiB
Plaintext
128 lines
3.6 KiB
Plaintext
/datum/action/item_action/mod
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background_icon_state = "bg_mod"
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button_icon_state = "bg_mod_border"
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icon_icon = 'icons/mob/actions/actions_mod.dmi'
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button_icon = 'icons/mob/actions/actions_mod.dmi'
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check_flags = AB_CHECK_CONSCIOUS
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use_itemicon = FALSE
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/datum/action/item_action/mod/New(Target, custom_icon, custom_icon_state)
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..()
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if(!ismodcontrol(Target))
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qdel(src)
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/datum/action/item_action/mod/Trigger(left_click, attack_self)
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if(!IsAvailable())
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return FALSE
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var/obj/item/mod/control/mod = target
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if(mod.malfunctioning && prob(75))
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to_chat(usr, "<span class='warning'>The module fails to activate!</span>")
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return FALSE
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return TRUE
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/datum/action/item_action/mod/deploy
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name = "Deploy MODsuit"
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desc = "LMB: Deploy/Undeploy full suit. MMB: Deploy/Undeploy part."
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button_icon_state = "deploy"
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/datum/action/item_action/mod/deploy/Trigger(left_click, attack_self)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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if(left_click)
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mod.quick_deploy(usr)
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else
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mod.choose_deploy(usr)
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/datum/action/item_action/mod/activate
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name = "Activate MODsuit"
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desc = "LMB: Activate/Deactivate suit with prompt. MMB: Activate/Deactivate suit skipping prompt."
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button_icon_state = "activate"
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/// First time clicking this will set it to TRUE, second time will activate it.
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var/ready = FALSE
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/datum/action/item_action/mod/activate/Trigger(left_click, attack_self)
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. = ..()
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if(!.)
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return
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if(!ready && left_click)
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ready = TRUE
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button_icon_state = "activate-ready"
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addtimer(CALLBACK(src, PROC_REF(reset_ready)), 3 SECONDS)
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return
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var/obj/item/mod/control/mod = target
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reset_ready()
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mod.toggle_activate(usr)
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/// Resets the state requiring to be doubleclicked again.
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/datum/action/item_action/mod/activate/proc/reset_ready()
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ready = FALSE
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button_icon_state = initial(button_icon_state)
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/datum/action/item_action/mod/module
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name = "Toggle Module"
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desc = "Toggle a MODsuit module."
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button_icon_state = "module"
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/datum/action/item_action/mod/module/Trigger(left_click, attack_self)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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mod.quick_module(usr)
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/datum/action/item_action/mod/panel
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name = "MODsuit Panel"
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desc = "Open the MODsuit's panel."
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button_icon_state = "panel"
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/datum/action/item_action/mod/panel/Trigger(left_click, attack_self)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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mod.ui_interact(usr)
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/datum/action/item_action/mod/pinned_module
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desc = "Activate the module."
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icon_icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
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button_icon = 'icons/mob/actions/actions_mod.dmi'
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button_icon_state = "module"
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/// Module we are linked to.
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var/obj/item/mod/module/module
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/// A ref to the mob we are pinned to.
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var/pinner_uid
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/datum/action/item_action/mod/pinned_module/New(Target, custom_icon, custom_icon_state, obj/item/mod/module/linked_module, mob/user)
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name = "Activate [capitalize(linked_module.name)]"
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desc = "Quickly activate [linked_module]."
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..()
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module = linked_module
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button_icon_state = module.icon_state
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if(linked_module.allow_flags & MODULE_ALLOW_INCAPACITATED)
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// clears check hands
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check_flags = AB_CHECK_CONSCIOUS
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Grant(user)
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/datum/action/item_action/mod/pinned_module/Destroy()
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UnregisterSignal(module, list(COMSIG_MODULE_ACTIVATED, COMSIG_MODULE_DEACTIVATED, COMSIG_MODULE_USED))
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module.pinned_to -= pinner_uid
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module = null
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return ..()
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/datum/action/item_action/mod/pinned_module/Grant(mob/user)
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var/user_uid = UID(user)
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if(!pinner_uid)
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pinner_uid = user_uid
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module.pinned_to[pinner_uid] = src
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else if(pinner_uid != user_uid)
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return
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return ..()
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/datum/action/item_action/mod/pinned_module/Trigger(left_click, attack_self)
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. = ..()
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if(!.)
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return
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module.on_select()
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