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[x] Ship Console Refactor | [ ] Ship Modules / Machinery #434
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move helm console to that subtype and repath EVERY FUCKING DMM
…bluespace jumping
ship combat in the future??? |
beginnings of the weapons console
ammo types proper usage of || in
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 14 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Begone thot |
…-patch-1 Исправление ошибок в документации
About The Pull Request
Refactors the helms console to be part of a unique ship subtype that connects to and populates a current_ship var so that the consoles dont have to copy/paste code constantly to get their current ship!
As of creating this draft some module logic has been created but its far from finished.
Modules will be stuff along the lines of: shields, scanners, radars, WEAPONS, etc
Why It's Good For The Game
[Mark write something here]
Changelog
🆑
refactor: dedicated ship console subtypes
code: helms console now uses the subtypes
add: module and machinery framework for ships
add: bluespace jump control console
/:cl: