New belt controls (#1298)
* Work for a madman * God, that's a lot of hardcoding * Fixed belt2 smartequip and cleaned up * Continued clean up * No scope creep! * Replaced belt1 for upstream default belt * Moved CP14OpenSkillMenu to CP14ContentContexts * Changed naming of belt1 textures to just belt * Updated new belt1 refrences * I forgot to edit the RSI meta * fix all BELT1 Texture instance --------- Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
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@@ -3,6 +3,7 @@ using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Input;
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using Content.Shared._CP14.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Stacks;
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@@ -35,6 +36,9 @@ public sealed class SmartEquipSystem : EntitySystem
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.SmartEquipBackpack, InputCmdHandler.FromDelegate(HandleSmartEquipBackpack, handle: false, outsidePrediction: false))
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.Bind(ContentKeyFunctions.SmartEquipBelt, InputCmdHandler.FromDelegate(HandleSmartEquipBelt, handle: false, outsidePrediction: false))
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//CP14
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.Bind(CP14ContentKeyFunctions.SmartEquipBelt2, InputCmdHandler.FromDelegate(HandleSmartEquipBelt2, handle: false, outsidePrediction: false))
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//CP14 end
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.Register<SmartEquipSystem>();
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}
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@@ -55,6 +59,11 @@ public sealed class SmartEquipSystem : EntitySystem
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HandleSmartEquip(session, "belt");
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}
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private void HandleSmartEquipBelt2(ICommonSession? session)
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{
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HandleSmartEquip(session, "belt2");
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}
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//CP14 end
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private void HandleSmartEquip(ICommonSession? session, string equipmentSlot)
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{
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if (session is not { } playerSession)
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