fix constructs follow-up pr

This commit is contained in:
SandPoot
2024-01-03 22:46:19 -03:00
parent 7eaef36e11
commit a8be340925
2 changed files with 9 additions and 1 deletions
+7 -1
View File
@@ -340,6 +340,11 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
return
/datum/hud/proc/position_action(atom/movable/screen/movable/action_button/button, position)
// This is kinda a hack, I'm sorry.
// Basically, FLOATING is never a valid position to pass into this proc. It exists as a generic marker for manually positioned buttons
// Not as a position to target
if(position == SCRN_OBJ_FLOATING)
return
if(button.location != SCRN_OBJ_DEFAULT)
hide_action(button)
switch(position)
@@ -429,7 +434,8 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
if(!button)
action.ShowTo(mymob)
button = action.viewers[src]
position_action(button, button.location)
else
position_action(button, button.location)
/datum/action_group
/// The hud we're owned by
@@ -63,6 +63,8 @@
spellnum++
if(runetype)
var/pos = 2+spellnum*31
if(construct_spells.len >= 4)
pos -= 31*(construct_spells.len - 4)
our_rune = new runetype(src)
our_rune.default_button_position = "6:[pos],4:-2" // Set the default position to this random position
our_rune.Grant(src)