Switches current PDAs to the /tg/ ones. (#1796)
* Switches PDAs with tg ones and renames flashlight component * Which chucklefuck hid the ID cards in the clothing folder * Removes Mime PDA as i'm gonna do that in another PR * Moves EVERY SINGLE PDA over by exactly one pixel so they're aligned perfectly with the UI slot * On second thought moves back the id-cards since I don't want to deal with conflicts
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@@ -1,4 +1,4 @@
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using Content.Shared.GameObjects.Components.PDA;
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using Content.Shared.GameObjects.Components.PDA;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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@@ -10,7 +10,7 @@ namespace Content.Client.GameObjects.Components.PDA
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private enum PDAVisualLayers
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{
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Base,
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Unlit
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Flashlight
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}
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@@ -22,13 +22,13 @@ namespace Content.Client.GameObjects.Components.PDA
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return;
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}
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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sprite.LayerSetVisible(PDAVisualLayers.Unlit, false);
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if(!component.TryGetData<bool>(PDAVisuals.ScreenLit, out var isScreenLit))
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sprite.LayerSetVisible(PDAVisualLayers.Flashlight, false);
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if(!component.TryGetData<bool>(PDAVisuals.FlashlightLit, out var isScreenLit))
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{
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return;
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}
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sprite.LayerSetState(PDAVisualLayers.Unlit, "unlit_pda_screen");
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sprite.LayerSetVisible(PDAVisualLayers.Unlit, isScreenLit);
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sprite.LayerSetState(PDAVisualLayers.Flashlight, "light_overlay");
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sprite.LayerSetVisible(PDAVisualLayers.Flashlight, isScreenLit);
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}
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