widgets/inventorybar.lua
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self:Refresh()
end
if not self.open and self.actionstring and self.actionstringtime and self.actionstringtime > 0 then
self.actionstringtime = self.actionstringtime - dt
if self.actionstringtime <= 0 then
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self:Refresh()
end
if self.open and TheInput:ControllerAttached() then
SetPause(true, "inv")
end
if not self.open and self.actionstring and self.actionstringtime and self.actionstringtime > 0 then
self.actionstringtime = self.actionstringtime - dt
if self.actionstringtime <= 0 then
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table.insert(str, TheInput:GetLocalizedControl(self.controller_id, CONTROL_INVENTORY_USEONSELF) .. " " .. self_action:GetActionString())
end
else
table.insert(str, TheInput:GetLocalizedControl(self.controller_id, CONTROL_INVENTORY_USEONSELF) .. " " .. STRINGS.UI.HUD.UNEQUIP)
end
table.insert(str, TheInput:GetLocalizedControl(self.controller_id, CONTROL_INVENTORY_DROP) .. " " .. STRINGS.UI.HUD.DROP)
end
else
if is_equip_slot then
--handle the quip slot stuff as a special case because not every item can go there
local can_equip = active_item and active_item.components.equippable and active_item.components.equippable.equipslot == self.active_slot.equipslot
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table.insert(str, TheInput:GetLocalizedControl(self.controller_id, CONTROL_INVENTORY_USEONSELF) .. " " .. self_action:GetActionString())
end
else
local self_action = self.owner.components.playercontroller:GetItemSelfAction(inv_item)
if self_action and self_action.action ~= ACTIONS.UNEQUIP then
table.insert(str, TheInput:GetLocalizedControl(self.controller_id, CONTROL_INVENTORY_USEONSCENE) .. " " .. self_action:GetActionString())
end
table.insert(str, TheInput:GetLocalizedControl(self.controller_id, CONTROL_INVENTORY_USEONSELF) .. " " .. STRINGS.UI.HUD.UNEQUIP)
end
table.insert(str, TheInput:GetLocalizedControl(self.controller_id, CONTROL_INVENTORY_DROP) .. " " .. STRINGS.UI.HUD.DROP)
end
else
if is_equip_slot then
--handle the quip slot stuff as a special case because not every item can go there
local can_equip = active_item and active_item.components.equippable and active_item.components.equippable.equipslot == self.active_slot.equipslot