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c4aa4814ca
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42ba29dc9d
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42ba29dc9d | |||
40262e825c |
@@ -150,10 +150,10 @@ Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptab
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quickreload.tryReloadCursorItem(PlayerInput.IsShiftDown())
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quickreload.tryReloadCursorItem(PlayerInput.IsShiftDown())
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end, Hook.HookMethodType.After)
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end, Hook.HookMethodType.After)
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Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
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-- Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
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if not PlayerInput.KeyHit(MyModGlobal.CONFIG.LOOT) then return end
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-- if not PlayerInput.KeyHit(MyModGlobal.CONFIG.LOOT) then return end
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quickloot.tryLoot()
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-- quickloot.tryLoot()
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end, Hook.HookMethodType.After)
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-- end, Hook.HookMethodType.After)
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Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
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Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
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if not PlayerInput.KeyHit(MyModGlobal.CONFIG.SONAR) then return end
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if not PlayerInput.KeyHit(MyModGlobal.CONFIG.SONAR) then return end
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@@ -51,7 +51,8 @@ local function clickRepairButton()
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local button = repairableComponent.RepairButton
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local button = repairableComponent.RepairButton
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if button then
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if button then
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MyModGlobal.debugPrint("Clicking repair button")
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MyModGlobal.debugPrint("Clicking repair button")
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button.OnClicked(button, repairableComponent)
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-- button.OnClicked(button, repairableComponent)
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button.OnButtonDown()
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end
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end
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-- MyModGlobal.debugPrint("StartRepairing result: " .. tostring(result))
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-- MyModGlobal.debugPrint("StartRepairing result: " .. tostring(result))
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@@ -1,20 +1,28 @@
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-- Numbers indicate the maximum number of items that can be loaded
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-- Numbers indicate the maximum number of items that can be loaded
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-- The limit is either the stack size (cramming in as many as fit)
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-- The limit is either the stack size (cramming in as many as fit)
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-- Or this number
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-- Or this number
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local harpoonGun = {
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spear = 999,
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batterycell = 1
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}
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local battery = { batterycell = 1 }
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local oxygen = { oxygentank = 1 }
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local LOAD_MAP = {
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local LOAD_MAP = {
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plasmacutter = { oxygentank = 1 },
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anechoicdivingsuit = oxygen,
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weldingtool = { weldingfueltank = 1 },
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autocpr = battery,
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defibrillator = battery,
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divingmask = oxygen,
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divingsuit = oxygen,
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flashlight = battery,
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handheldsonar = battery,
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harpooncoilrifle = harpoonGun,
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harpoongun = harpoonGun,
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plasmacutter = oxygen,
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revolver = { revolverround = 999 },
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revolver = { revolverround = 999 },
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harpooncoilrifle = {
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underwaterscooter = battery,
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spear = 999,
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weldingtool = { weldingfueltank = 1 },
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batterycell = 1
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},
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anechoicdivingsuit = { oxygentank = 1, },
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handheldsonar = { batterycell = 1 },
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underwaterscooter = { batterycell = 1 },
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divingsuit = { oxygentank = 1, },
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flashlight = { batterycell = 1 },
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divingmask = { oxygentank = 1, },
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}
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}
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return LOAD_MAP
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return LOAD_MAP
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<QuickInteractionsUI Absolute="[-12,-399,,]" Anchor="[0,1]" BackgroundColor="255,255,255,255" BackgroundSprite="{ Path: CUI.png, SourceRect: [128,32,32,32] }" FitContent="[True,True]" IgnoreEvents="true" OutlineColor="0,0,0,0" Relative="[-0.5,0,,]" ResizibleLeft="false" ResizibleRight="false" Visible="false">
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<QuickInteractionsUI Absolute="[2,-457,,]" Anchor="[0,1]" BackgroundColor="255,255,255,255" BackgroundSprite="{ Path: CUI.png, SourceRect: [128,32,32,32] }" FitContent="[True,True]" IgnoreEvents="true" OutlineColor="0,0,0,0" Relative="[-0.5,0,,]" ResizibleLeft="false" ResizibleRight="false" Visible="false">
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<CUIVerticalList AKA="layout" BottomGap="0" BreakSerialization="true" FitContent="[True,True]" IgnoreEvents="true" Relative="[0,0,1,1]" Scrollable="true" Visible="false" />
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<CUIVerticalList AKA="layout" BottomGap="0" BreakSerialization="true" FitContent="[True,True]" IgnoreEvents="true" Relative="[0,0,1,1]" Scrollable="true" Visible="false" />
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</QuickInteractionsUI>
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</QuickInteractionsUI>
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