* 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
This commit is contained in:
Nemanja
2023-08-12 17:39:58 -04:00
committed by GitHub
parent ac4f496535
commit 98fa00a21f
314 changed files with 7094 additions and 484 deletions

View File

@@ -66,7 +66,7 @@ namespace Content.Shared.Verbs
else if (_interactionSystem.InRangeUnobstructed(user, target))
{
// Note that being in a container does not count as an obstruction for InRangeUnobstructed
// Therefore, we need extra checks to ensure the item is actually accessible:
// Therefore, we need extra checks to ensure the item is actually accessible:
if (ContainerSystem.IsInSameOrParentContainer(user, target))
canAccess = true;
else
@@ -81,15 +81,23 @@ namespace Content.Shared.Verbs
EntityUid? @using = null;
if (TryComp(user, out HandsComponent? hands) && (force || _actionBlockerSystem.CanUseHeldEntity(user)))
{
@using = hands.ActiveHandEntity;
// Check whether the "Held" entity is a virtual pull entity. If yes, set that as the entity being "Used".
// This allows you to do things like buckle a dragged person onto a surgery table, without click-dragging
// their sprite.
if (TryComp(@using, out HandVirtualItemComponent? pull))
// if we don't actually have any hands, pass in a null value for the events.
if (hands.Count == 0)
{
@using = pull.BlockingEntity;
hands = null;
}
else
{
@using = hands.ActiveHandEntity;
// Check whether the "Held" entity is a virtual pull entity. If yes, set that as the entity being "Used".
// This allows you to do things like buckle a dragged person onto a surgery table, without click-dragging
// their sprite.
if (TryComp(@using, out HandVirtualItemComponent? pull))
{
@using = pull.BlockingEntity;
}
}
}