population locked uplink items use current population
yay?
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@@ -27,6 +27,7 @@ GLOBAL_LIST_EMPTY(uplinks)
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var/datum/ui_state/checkstate
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var/compact_mode = FALSE
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var/debug = FALSE
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var/saved_player_population = 0
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/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate, datum/traitor_class/traitor_class)
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if(!isitem(parent))
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@@ -68,6 +69,7 @@ GLOBAL_LIST_EMPTY(uplinks)
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if(!lockable)
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active = TRUE
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locked = FALSE
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saved_player_population = GLOB.joined_player_list.len
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/datum/component/uplink/InheritComponent(datum/component/uplink/U)
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lockable |= U.lockable
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@@ -118,6 +120,13 @@ GLOBAL_LIST_EMPTY(uplinks)
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active = TRUE
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if(user)
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ui_interact(user)
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//update the saved population
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previous_player_population = saved_player_population
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saved_player_population = GLOB.joined_player_list.len
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//if population has changed, update uplink items
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if(saved_player_population != current_player_population)
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uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted, filters)
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// an unlocked uplink blocks also opening the PDA or headset menu
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return COMPONENT_NO_INTERACT
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@@ -190,7 +199,9 @@ GLOBAL_LIST_EMPTY(uplinks)
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if(item in buyable_items)
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var/datum/uplink_item/I = buyable_items[item]
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MakePurchase(usr, I)
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//check to make sure people cannot buy items when the player pop is below the requirement
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if(saved_player_population >= I.player_minimum)
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MakePurchase(usr, I)
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. = TRUE
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if("lock")
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active = FALSE
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