SaveTool: add "unequip" button to shield parts and BL projectiles.

It doesn't actually unequip them (the game has no concept of that,
unlike accessories), but replaces the ID with one that doesn't exist.
This commit is contained in:
Guillaume Jacquemin 2022-04-08 14:33:17 +02:00
parent 42b4974b43
commit 918ead0733

View file

@ -435,6 +435,20 @@ void SaveTool::drawWeaponEditor(Weapon& weapon) {
auto& part = weapon.parts[_selectedWeaponPart]; auto& part = weapon.parts[_selectedWeaponPart];
ImGui::Text("ID: %i", part.id); ImGui::Text("ID: %i", part.id);
if(weapon.type == WeaponType::Shield ||
(weapon.type == WeaponType::BulletLauncher && _selectedWeaponPart != 0))
{
ImGui::SameLine();
if(ImGui::SmallButton("Unequip")) {
part.id = -1;
}
if(weapon.type == WeaponType::Shield && _selectedWeaponPart == 0) {
drawTooltip("This will make the whole shield and its accessories invisible.");
}
else {
drawTooltip("This will make accessories invisible as well.");
}
}
if(ImGui::BeginChild("##PartDetails", {0.0f, 0.0f}, true)) { if(ImGui::BeginChild("##PartDetails", {0.0f, 0.0f}, true)) {
ImGui::TextUnformatted("Styles:"); ImGui::TextUnformatted("Styles:");