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Interaction Mode #133
Interaction Mode #133
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Would intents and combat mode have to be maintained separately |
no, in fact you could add even more "interaction modes" very easily |
finish this so i can steal it thanks 👍 |
I have decided to axe four intent mode in favour of three intent mode for technical reasons. |
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How does this work with right clicks? did you just remap right click with intents to something else or? |
I really don't see the appeal for this if right clicking still is disarm, That was the main problem with CM. This is really just CM but with a extra grab button at it's current state. But it still is better not having "intents". |
Cyborgs need to be fixed before we can merge this. |
done |
"Refined" GitHub crashed when I tried to review it but my brief gaze upon it as well as checking it out in-game with no noticeable bugs fills me with determination. Really great job TCEO, well done! |
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LGTM
if (UI) | ||
UI?.hud.static_inventory -= UI |
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if U exists then ?. is just slower .
About The Pull Request
Re-adds intents alongside combat mode. I am opening this as a draft because this is (as of writing) a 348 file PR and I haven't finished converting all interactions to the new system.
Why It's Good For The Game
I like intents.
Changelog
🆑
add: A changed version of intents have been re-added as a user preference.
/:cl: