* 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

@@ -1,3 +1,4 @@
using System.Linq;
using Content.Client.Items;
using Content.Client.Storage.Systems;
using Content.Shared.Stacks;
@@ -31,8 +32,22 @@ namespace Content.Client.Stack
base.SetCount(uid, amount, component);
if (component.Lingering &&
TryComp<SpriteComponent>(uid, out var sprite))
{
// tint the stack gray and make it transparent if it's lingering.
var color = component.Count == 0 && component.Lingering
? Color.DarkGray.WithAlpha(0.65f)
: Color.White;
for (var i = 0; i < sprite.AllLayers.Count(); i++)
{
sprite.LayerSetColor(i, color);
}
}
// TODO PREDICT ENTITY DELETION: This should really just be a normal entity deletion call.
if (component.Count <= 0)
if (component.Count <= 0 && !component.Lingering)
{
Xform.DetachParentToNull(uid, Transform(uid));
return;