Added material sheets and tiles. This took more work than you'd think.
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@@ -2,7 +2,18 @@
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//as they handle all relevant stuff like adding it to the player's screen and such
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//Returns the thing in our active hand (whatever is in our active module-slot, in this case)
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//This proc has been butchered into a proc that overrides borg item holding for the sake of making grippers work.
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//I'd be immensely thankful if anyone can figure out a less obtuse way of making grippers work without breaking functionality.
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/mob/living/silicon/robot/get_active_held_item()
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var/item = module_active
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if(istype(item, /obj/item/weapon/gripper))
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var/obj/item/weapon/gripper/G = item
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if(G.wrapped)
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if(G.wrapped.loc != G)
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G.wrapped = null
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return module_active
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item = G.wrapped
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return item
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return module_active
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@@ -19,7 +19,7 @@ GLOBAL_DATUM_INIT(hands_state, /datum/ui_state/hands_state, new)
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return UI_INTERACTIVE
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return UI_CLOSE
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/mob/living/silicon/robot/hands_can_use_topic(src_object)
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if(activated(src_object))
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/mob/living/silicon/robot/hands_can_use_topic(obj/src_object)
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if(activated(src_object) || istype(src_object.loc, /obj/item/weapon/gripper))
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return UI_INTERACTIVE
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return UI_CLOSE
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