Borgs (#18136)
* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
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@@ -66,7 +66,7 @@ namespace Content.Shared.Verbs
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else if (_interactionSystem.InRangeUnobstructed(user, target))
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{
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// Note that being in a container does not count as an obstruction for InRangeUnobstructed
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// Therefore, we need extra checks to ensure the item is actually accessible:
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// Therefore, we need extra checks to ensure the item is actually accessible:
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if (ContainerSystem.IsInSameOrParentContainer(user, target))
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canAccess = true;
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else
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@@ -81,15 +81,23 @@ namespace Content.Shared.Verbs
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EntityUid? @using = null;
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if (TryComp(user, out HandsComponent? hands) && (force || _actionBlockerSystem.CanUseHeldEntity(user)))
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{
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@using = hands.ActiveHandEntity;
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// Check whether the "Held" entity is a virtual pull entity. If yes, set that as the entity being "Used".
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// This allows you to do things like buckle a dragged person onto a surgery table, without click-dragging
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// their sprite.
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if (TryComp(@using, out HandVirtualItemComponent? pull))
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// if we don't actually have any hands, pass in a null value for the events.
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if (hands.Count == 0)
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{
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@using = pull.BlockingEntity;
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hands = null;
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}
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else
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{
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@using = hands.ActiveHandEntity;
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// Check whether the "Held" entity is a virtual pull entity. If yes, set that as the entity being "Used".
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// This allows you to do things like buckle a dragged person onto a surgery table, without click-dragging
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// their sprite.
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if (TryComp(@using, out HandVirtualItemComponent? pull))
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{
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@using = pull.BlockingEntity;
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}
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}
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}
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