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
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@@ -59,9 +59,9 @@ public sealed partial class RevenantSystem
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private void OnInteract(EntityUid uid, RevenantComponent component, InteractNoHandEvent args)
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{
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var target = args.Target;
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if (target == args.User)
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if (args.Target == args.User || args.Target == null)
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return;
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var target = args.Target.Value;
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if (HasComp<PoweredLightComponent>(target))
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{
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@@ -72,9 +72,6 @@ public sealed partial class RevenantSystem
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if (!HasComp<MobStateComponent>(target) || !HasComp<HumanoidComponent>(target) || HasComp<RevenantComponent>(target))
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return;
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if (!_interact.InRangeUnobstructed(uid, target))
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return;
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args.Handled = true;
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if (!TryComp<EssenceComponent>(target, out var essence) || !essence.SearchComplete)
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{
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