Change behavior when using 2 UI dependent modsuit modules. #27828
+35
−15
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What Does This PR Do
Makes UI based modsuit modules act like on TG.
Allows to use crew monitor module, gps module with modsuit state off.
Doesn't anymore spawns a crew monitor/gps in your hand with nodrop flag, instead just opens a UI on module use.
Turns off mod's GPS by default, so you are not going to see "Syndiecake" or "DK Excavator" on your GPS roundstart because of the mods that are spawned in the ruins.
Why It's Good For The Game
There was no point of using them. Most of the time you use GPS or a crew monitor - you have them in pockets, belt or chest slot, so their UI stands open and you can track the data to get the most recent info. Having them in your hands was ridiculous.
With this PR they become useful - you trade 1 pocket or similar slot for 1 modsuit complexity.
Blueshield doesn't have to turn on his modsuit in order to track the heads' vital sensors. Same for miners/explorers.
IMO you shouldn't be able to spot space ruins by mods' GPS that are being spawned inside a ruin, better to just use a GPS mark for a ruin.
Testing
Ensured they are working (after many hours of testing).
Checked that removing a module from modsuit closes the UI.
Checked that throwing a modsuit away closes the UI.
However I could add something useless or break something so it's better to review the code and point me out if I really did.
Declaration
Changelog
🆑
tweak: GPS and Crew monitor modules don't anymore spawn a proper item in your hand, instead, they open a UI on use.
tweak: GPS and Crew monitor modules don't anymore require modsuit to be active in order to be used.
tweak: GPS inside a modsuit's GPS module is turned off by default, so you have to manually turn it on.
/:cl: