message when inventory is full (assumes player inventory destination, but item winds up in hand due to lack of space, but it works)

This commit is contained in:
Fate-JH 2024-08-19 21:47:41 -04:00
parent cab6e642b6
commit de93b4c01b

View file

@ -118,9 +118,11 @@ class GeneralLogic(val ops: GeneralOperations, implicit val context: ActorContex
}
}
ops.fallHeightTracker(pos.z)
// if (isCrouching && !player.Crouching) {
// //dev stuff goes here
// }
if (isCrouching && !player.Crouching) {
//dev stuff goes here
sendResponse(ChatMsg(ChatMessageType.UNK_229, "@PadDeconstruct_secsA^23~"))
sendResponse(ChatMsg(ChatMessageType.UNK_227, "@InventoryPickupNoRoom"))
}
player.Position = pos
player.Velocity = vel
player.Orientation = Vector3(player.Orientation.x, pitch, yaw)
@ -1450,10 +1452,6 @@ class GeneralLogic(val ops: GeneralOperations, implicit val context: ActorContex
val drainAmount = player.ExoSuitDef.CapacitorDrainPerSecond.toFloat * timeDiff
player.Capacitor -= drainAmount
sendResponse(PlanetsideAttributeMessage(player.GUID, 7, player.Capacitor.toInt))
if (player.Capacitor <= 0 && player.UsingSpecial == SpecialExoSuitDefinition.Mode.Shielded) {
ops.toggleMaxSpecialState(enable = false)
sendResponse(ChatMsg(ChatMessageType.UNK_227, "@ArmorShieldOff"))
}
} else if (player.Capacitor < player.ExoSuitDef.MaxCapacitor) {
if (player.Faction != PlanetSideEmpire.VS) {
ops.toggleMaxSpecialState(enable = false)