Баффы (#510)
* Moodsystem cleanups * remove overhydrated and overfed mood debuffs * admins now join game deadmined + new player timers * faster arrivals * recharging rcd with metal, glass, plastic or cable coils * better timings and costs + building apc and camera * preparing for rpd * RPD + make RCD more generic * add rpd to atmos lockers, rcd to engivend * rcd and rpd to technologies * dont deadmin me in debug * rcd ammo buff * add ChargeCountModifier logic for non stackable items * increase time to become experienced player * Dynamic Radial Menus (#29678) * fix * Clean Some Code * Some Commentaries * Update Content.Client/UserInterface/Controls/RadialContainer.cs * Update Content.Client/UserInterface/Controls/RadialContainer.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * more dynamically parameters --------- Co-authored-by: Rinary <72972221+Rinary1@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -108,8 +108,8 @@ public sealed class MoodSystem : EntitySystem
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if (!component.MoodChangeValues.TryGetValue(oldPrototype.MoodChange, out var oldValue))
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return;
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amount += (oldPrototype.PositiveEffect ? -oldValue : oldValue) +
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(prototype.PositiveEffect ? value : -value);
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amount += (oldPrototype.Positive ? -oldValue : oldValue) +
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(prototype.Positive ? value : -value);
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component.CategorisedEffects[prototype.Category] = prototype.ID;
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}
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@@ -117,7 +117,7 @@ public sealed class MoodSystem : EntitySystem
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else
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{
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component.CategorisedEffects.Add(prototype.Category, prototype.ID);
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amount += prototype.PositiveEffect ? value : -value;
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amount += prototype.Positive ? value : -value;
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}
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if (prototype.Timeout != 0)
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@@ -132,7 +132,7 @@ public sealed class MoodSystem : EntitySystem
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if (component.UncategorisedEffects.TryGetValue(prototype.ID, out _))
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return;
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var effectValue = prototype.PositiveEffect ? value : -value;
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var effectValue = prototype.Positive ? value : -value;
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component.UncategorisedEffects.Add(prototype.ID, effectValue);
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amount += effectValue;
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@@ -173,7 +173,7 @@ public sealed class MoodSystem : EntitySystem
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if (!comp.MoodChangeValues.TryGetValue(currentProto.MoodChange, out var value))
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return;
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amount += currentProto.PositiveEffect ? -value : value;
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amount += currentProto.Positive ? -value : value;
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comp.CategorisedEffects.Remove(category);
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}
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@@ -205,7 +205,7 @@ public sealed class MoodSystem : EntitySystem
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if (!component.MoodChangeValues.TryGetValue(prototype.MoodChange, out var value))
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return;
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amount += prototype.PositiveEffect ? value : -value;
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amount += prototype.Positive ? value : -value;
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}
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foreach (var (_, value) in component.UncategorisedEffects)
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@@ -438,7 +438,7 @@ public sealed partial class ShowMoodEffects : IAlertClick
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{
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var chatManager = IoCManager.Resolve<IChatManager>();
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var color = proto.PositiveEffect ? "#008000" : "#BA0000";
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var color = proto.Positive ? "#008000" : "#BA0000";
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var msg = $"[font size=10][color={color}]{proto.Description}[/color][/font]";
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chatManager.ChatMessageToOne(ChatChannel.Emotes, msg, msg, EntityUid.Invalid, false,
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