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new inventory category 'fixtures'; fixture code refactoring
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@@ -15,27 +15,14 @@ import net.torvald.terrarum.modulecomputers.gameactors.FixtureHomeComputer
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/**
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* Created by minjaesong on 2021-12-04.
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*/
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class ItemHomeComputer(originalID: ItemID) : GameItem(originalID) {
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class ItemHomeComputer(originalID: ItemID) : FixtureItemBase(originalID, "net.torvald.terrarum.modulecomputers.gameactors.FixtureHomeComputer") {
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override var dynamicID: ItemID = originalID
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override var baseMass = 20.0
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override var inventoryCategory = Category.MISC
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override val isDynamic = false
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override val materialId = ""
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override val itemImage: TextureRegion
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get() = FixtureItemBase.getItemImageFromSheet("dwarventech", "sprites/fixtures/desktop_computer.tga", TerrarumAppConfiguration.TILE_SIZE, TerrarumAppConfiguration.TILE_SIZE)
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override var baseToolSize: Double? = baseMass
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init {
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equipPosition = EquipPosition.HAND_GRIP
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originalName = "ITEM_DESKTOP_COMPUTER"
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}
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override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) { _, _, mtx, mty ->
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val item = FixtureHomeComputer()
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if (item.spawn(mtx, mty, if (actor is IngamePlayer) actor.uuid else null)) 1L else -1L
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// return true when placed, false when cannot be placed
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}
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override var originalName = "ITEM_DESKTOP_COMPUTER"
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}
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