Borgs (#18136)
* 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
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@@ -1,3 +1,4 @@
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using System.Linq;
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using Content.Client.Items;
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using Content.Client.Storage.Systems;
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using Content.Shared.Stacks;
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@@ -31,8 +32,22 @@ namespace Content.Client.Stack
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base.SetCount(uid, amount, component);
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if (component.Lingering &&
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TryComp<SpriteComponent>(uid, out var sprite))
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{
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// tint the stack gray and make it transparent if it's lingering.
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var color = component.Count == 0 && component.Lingering
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? Color.DarkGray.WithAlpha(0.65f)
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: Color.White;
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for (var i = 0; i < sprite.AllLayers.Count(); i++)
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{
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sprite.LayerSetColor(i, color);
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}
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}
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// TODO PREDICT ENTITY DELETION: This should really just be a normal entity deletion call.
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if (component.Count <= 0)
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if (component.Count <= 0 && !component.Lingering)
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{
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Xform.DetachParentToNull(uid, Transform(uid));
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return;
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