malf killer 9000 (robotics console) (#24855)
* create devicenet frequencies * create borg transponder and give it to all nt borgs * add robotics console * actually implement battery charge display + some fix * tab * real explosion * little safer * disable destroy button clientside too when on cooldown * m * how do i do this when i review things... Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * webedit ops Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * ui updates * oracle java * do a thing * update ui when a borg times out * maybe fix test * add IsLocked to LockSystem * make destroying gib the chassis again, so emagging isnt sus * use locking * require using alt click to unlock so normal click is open ui * the * use LogType.Action * take this L * pocket lint? * sharer * pro ops * robor pushmarkup * m * update and make it not use prototype anymore * frame0 * update yaml * untroll * bad * h --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This commit is contained in:
@@ -58,12 +58,12 @@ public sealed class LockSystem : EntitySystem
|
||||
return;
|
||||
|
||||
// Only attempt an unlock by default on Activate
|
||||
if (lockComp.Locked)
|
||||
if (lockComp.Locked && lockComp.UnlockOnClick)
|
||||
{
|
||||
TryUnlock(uid, args.User, lockComp);
|
||||
args.Handled = true;
|
||||
}
|
||||
else if (lockComp.LockOnClick)
|
||||
else if (!lockComp.Locked && lockComp.LockOnClick)
|
||||
{
|
||||
TryLock(uid, args.User, lockComp);
|
||||
args.Handled = true;
|
||||
@@ -201,6 +201,18 @@ public sealed class LockSystem : EntitySystem
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the entity is locked.
|
||||
/// Entities with no lock component are considered unlocked.
|
||||
/// </summary>
|
||||
public bool IsLocked(Entity<LockComponent?> ent)
|
||||
{
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return false;
|
||||
|
||||
return ent.Comp.Locked;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raises an event for other components to check whether or not
|
||||
/// the entity can be locked in its current state.
|
||||
|
||||
Reference in New Issue
Block a user