Northstar Gloves (#16021)
* Added Gloves of North Star, no sprite or talking yet... * Added sprites for the gloves of the north star... * Replaced more placeholder sprites for northstar gloves... * Added gloves of the north star to uplink... * Added speech on hit, not yet configureable * Not functional yet, but a step in the right direction I hope... * IT WORKS!! * Licensing and cleanup * Reduced attack speed, changed from chat to popup, added some admin logging. It was causing too much adminlog spam otherwise * Reorganized some files, final build?? * Changed the adminlog type from Verb to new type ItemConfigure * More cleanup, fix sprite reference maybe * Keronshb's suggestions, fixed some stuff, made hit sound use the meaty punch sfx * Adds support for hiding speak/whisper/emote from adminlogs, makes northstar speak again! * Some file shuffling, some of Keronshb's requests. Might appear a bit funky in github because vscode kept duplicating files for some reason and I had to delete them * Made it work with the latest changes on Master * Final? cleanup, upped dmg to 8, made ui not activate on activateinhand, instead you need to right click * Set value to 0 credits, that's all * Well that was much easier than I made it out to be. Now you can only activate the gloves with right click, no more mispredicts. * Update MeleeWeaponSystem.cs Iunno why this got changed in the first place, but I'm changin it back * emptycommit * emptycommit * The tiny fixening
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@@ -42,6 +42,13 @@ namespace Content.Server.UserInterface
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[DataField("requireHands")]
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public bool RequireHands = true;
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/// <summary>
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/// Whether you can activate this ui with activateinhand or not
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rightClickOnly")]
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public bool rightClickOnly = false;
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/// <summary>
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/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
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/// </summary>
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@@ -91,6 +91,7 @@ public sealed partial class ActivatableUISystem : EntitySystem
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private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
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{
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if (args.Handled) return;
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if (component.rightClickOnly) return;
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args.Handled = InteractUI(args.User, component);
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}
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