forked from Mirrors/openclonk
Added option for ignoring contents in the interaction menu
Also ignore Clonks as "inventory items" if they are contained.master
parent
fcf2af1937
commit
ed514b7716
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@ -282,6 +282,13 @@ public func RejectInteractionMenu(object to)
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return _inherited(to, ...);
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return _inherited(to, ...);
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}
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}
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// You can not display the Clonk as a content entry in a building.
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// Otherwise you can transfer a crew member to your inventory...
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public func RejectInteractionMenuContentEntry(object menu_target, object container)
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{
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return true;
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}
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public func GetSurroundingEntryMessage(object for_clonk)
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public func GetSurroundingEntryMessage(object for_clonk)
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{
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{
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if (!GetAlive()) return Format("{{Clonk_Grave}} %s", Clonk_Grave->GetInscriptionForClonk(this));
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if (!GetAlive()) return Format("{{Clonk_Grave}} %s", Clonk_Grave->GetInscriptionForClonk(this));
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@ -837,6 +837,12 @@ func FxIntRefreshContentsMenuTimer(object target, effect, int time)
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var obj, i = 0;
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var obj, i = 0;
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while (obj = effect.obj->Contents(i++))
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while (obj = effect.obj->Contents(i++))
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{
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{
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// Ignore objects that do not want to be shown as contents
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if (obj->~RejectInteractionMenuContentEntry(cursor, effect.obj))
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{
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continue;
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}
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var symbol = obj;
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var symbol = obj;
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var extra_data = {slot = effect.slot, menu_index = effect.menu_index, objects = []};
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var extra_data = {slot = effect.slot, menu_index = effect.menu_index, objects = []};
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