Exosuit: Ripley (#12668)

* mechs

* interaction relay

* atmos handling

* fuck around with interaction events

SPAGHETTI CODE OH MY GOD

* more sprites and whatever the hell

* more mech shit

* more shit for equipment

* starting equipment (for nukie mechs and such)

* equipment cycling

* starting with some of the ui

* a fat chunk of ui prototyping

* done tinkering with ui

* a bunch of ui stuff and what have yous

* cleaning up grabber and state handling

* make the ui actually functional + watch me port a million icons

I swear i'll prune the sprites later blease

* start on construction

* construction yo mamma

* remove some unused files

* fix a silly

* make the graph sane

* make it actually constructible.

* print the boards as well, bozo

* rebalance part prices

* eject action

also i appease the russians by remembering to localize

* Punch Shit

* make mech integrity and repairs work

* Make the UI more based

STOMP STOMP STOMP STOMP

* make equipment even more based

* batteries and other such delights

* make the ui look pimpin af

* make the construction mega based

* UI but so epic

* equipment

* some sweat tweaks

* damage rebalancing

* restructure tech

* fix some shit

* mechs inherit access

* make icons actually use sprite specifiers

* TRAILING COMMAA!!!!!

* fix a mild indentation sin

* undo this change because it isn't needed

* actually fix this

* secret webeditting shhhh

* place this tech here

* comments

* foo
This commit is contained in:
Nemanja
2022-12-10 12:05:39 -05:00
committed by GitHub
parent 11d81aa155
commit 913e1ee676
218 changed files with 3956 additions and 34 deletions

View File

@@ -17,6 +17,7 @@ using Robust.Shared.Physics.Controllers;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Mech.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
@@ -414,6 +415,12 @@ namespace Content.Shared.Movement.Systems
mobMover.StepSoundDistance -= distanceNeeded;
if (TryComp<FootstepModifierComponent>(mover.Owner, out var moverModifier))
{
sound = moverModifier.Sound;
return true;
}
if (_inventory.TryGetSlotEntity(mover.Owner, "shoes", out var shoes) &&
EntityManager.TryGetComponent<FootstepModifierComponent>(shoes, out var modifier))
{