Added OpenStorage trigger on ActivateItemInWorld
When ActivateItemInWorld is pressed when hovering over a InventoryButton and the InventorySlot contains a storage item, it will open the StorageGUI.
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.Input;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -60,24 +61,44 @@ namespace Content.Client.GameObjects
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{
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}
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protected void RemoveFromInventory(BaseButton.ButtonEventArgs args)
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protected void HandleInventoryKeybind(BaseButton.ButtonEventArgs args)
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{
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args.Button.Pressed = false;
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var control = (InventoryButton) args.Button.Parent;
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Owner.SendUnequipMessage(control.Slot);
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if (args.Event.Function == ContentKeyFunctions.ActivateItemInWorld)
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{
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OpenStorage(args);
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}
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else if (args.Event.CanFocus)
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{
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UseItemOnInventory(args);
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}
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}
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protected void AddToInventory(BaseButton.ButtonEventArgs args)
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{
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if (!args.Event.CanFocus)
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{
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return;
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}
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args.Button.Pressed = false;
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var control = (InventoryButton) args.Button.Parent;
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Owner.SendEquipMessage(control.Slot);
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}
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protected void UseItemOnInventory(BaseButton.ButtonEventArgs args)
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{
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args.Button.Pressed = false;
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var control = (InventoryButton)args.Button.Parent;
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Owner.SendUseMessage(control.Slot);
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}
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protected void OpenStorage(BaseButton.ButtonEventArgs args)
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{
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if (!args.Event.CanFocus && args.Event.Function != ContentKeyFunctions.ActivateItemInWorld)
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{
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return;
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}
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args.Button.Pressed = false;
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var control = (InventoryButton)args.Button.Parent;
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