continue
This commit is contained in:
@@ -40,7 +40,17 @@
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S.hide_from(usr)
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return TRUE
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/obj/screen/storage/left
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icon_state = "storage_start"
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/obj/screen/storage/right
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icon_state = "storage_end"
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/obj/screen/storage/continuous
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icon_state = "storage_continue"
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/obj/screen/storage/volumetric_box
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icon_state = "stored_8px"
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var/obj/item/our_item
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/obj/screen/storage/volumetric_box/Initialize(mapload, new_master, our_item)
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@@ -55,7 +55,7 @@
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/// New volumetric storage display mode's center 'blocks'
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var/obj/screen/storage/continuous/ui_continuous
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/// The close button, used in all modes.
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var/obj/screen/storage/close/ui_closer
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var/obj/screen/storage/close/ui_close
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/// Associative list of list(item = screen object) for volumetric storage item screen blocks
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var/list/ui_item_blocks
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@@ -132,7 +132,7 @@
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/datum/component/storage/Destroy()
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close_all()
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QDEL_NULL(ui_boxes)
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QDEL_NULL(ui_closer)
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QDEL_NULL(ui_close)
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QDEL_NULL(ui_continuous)
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QDEL_NULL(ui_left)
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QDEL_NULL(ui_right)
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@@ -327,8 +327,7 @@
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if(check_locked())
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close_all()
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/datum/component/storage/proc/close(mob/M)
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/datui_um/component/storage/proc/close(mob/M)
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hide_from(M)
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/datum/component/storage/proc/close_all()
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@@ -376,7 +375,7 @@
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/datum/component/storage/proc/refresh_mob_views()
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var/list/seeing = can_see_contents()
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for(var/i in seeing)
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show_to(i)
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ui_show_to(i)
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return TRUE
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/datum/component/storage/proc/can_see_contents()
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@@ -473,7 +472,7 @@
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A.add_fingerprint(M)
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if(!force && (check_locked(null, M) || !M.CanReach(parent, view_only = TRUE)))
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return FALSE
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show_to(M, !ghost)
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ui_show_to(M, !ghost)
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/datum/component/storage/proc/mousedrop_receive(datum/source, atom/movable/O, mob/M)
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if(isitem(O))
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@@ -656,7 +655,7 @@
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if(A.loc == user)
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. = COMPONENT_NO_ATTACK_HAND
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if(!check_locked(source, user, TRUE))
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show_to(user)
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ui_show_to(user)
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A.do_jiggle()
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/datum/component/storage/proc/signal_on_pickup(datum/source, mob/user)
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@@ -131,21 +131,18 @@
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var/xshift = FLOOR(pixel / icon_size, 1)
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var/px = pixel % world.icon_Size
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B.screen_loc = I.screen_loc = "[screen_start_x + xshift]:[px + px_add],[screen_start_y+rows-1]:[screen_pixel_y]"
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pixels += px
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if(pixels >= horizontal_pixels)
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row++
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// finally add our things.
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. += B
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. += I
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// Then, continuous section.
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ui_continuous.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
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ui_continuous.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y]"
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. += ui_continuous
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// Then, left and right.
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ui_left.screen_loc = "[screen_start_x]:[screen_pixel_x - 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x]:[screen_pixel_x - 2],[screen_start_y+rows-1]:[screen_pixel_y]"
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ui_left.screen_loc = "[screen_start_x]:[screen_pixel_x - 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x]:[screen_pixel_x - 2],[screen_start_y]:[screen_pixel_y]"
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. += ui_left
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ui_right.screen_loc = "[screen_start_x+maxcolumns-1]:[screen_pixel_x + 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x + 2],[screen_start_y+rows-1]:[screen_pixel_y]"
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ui_right.screen_loc = "[screen_start_x+maxcolumns-1]:[screen_pixel_x + 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x + 2],[screen_start_y]:[screen_pixel_y]"
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. += ui_right
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// Then, closer.
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closer.screen_loc = "[screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y]"
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@@ -38,7 +38,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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/// Weight class for how much storage capacity it uses and how big it physically is meaning storages can't hold it if their maximum weight class isn't as high as it.
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var/w_class = WEIGHT_CLASS_NORMAL
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/// Volume override for the item, otherwise automatically calculated from w_class.
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var/volume
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var/w_volume
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/// The amount of stamina it takes to swing an item in a normal melee attack do not lie to me and say it's for realism because it ain't. If null it will autocalculate from w_class.
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var/total_mass //Total mass in arbitrary pound-like values. If there's no balance reasons for an item to have otherwise, this var should be the item's weight in pounds.
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@@ -862,8 +862,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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return ..()
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/// Get an item's volume that it uses when being stored.
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/obj/item/proc/get_volume()
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return isnull(volume)? AUTOSCALE_VOLUME(w_class) : volume
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/obj/item/proc/get_w_volume()
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return isnull(volume)? AUTOSCALE_VOLUME(w_class) : w_volume
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/obj/item/proc/embedded(mob/living/carbon/human/embedded_mob)
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return
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