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Interact Menu: runOnHover can now be a different CODE than the statement #1415
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Expanded render, compileMenu, compileMenuSelfAction so runOnHover can be CODE
Edited title to include Surgical kits as there was code included for those as well. New hover code looks good, it caches appropriately so we aren't taking PFH compile overhead. @esteldunedain @Glowbal |
Yes, that was the other suitable option. And I didn't like it either. |
The runOnHover part seems fine. I first assumed it was neccesary for the surgical kit stuff, but it's not the case; it should have been a sepparate PR, but meh. |
I forgot to push the surgicalKit stuff to a different branch - sry |
Surgical kit will not go in. We have a different implementation for that which is (nearly) completed. #1392 Please remove it from this PR and @esteldunedain can asses if we will take the |
The run on hover stuff is basically a single commit. I can just cherry-pick it from this branch into master; no need for a separate PR. |
@Glowbal My implementation follows the other stuff (e.g. bandage) and is complete. |
@esteldunedain Have you cherry-picked my additions yet? |
@esteldunedain I removed the medical stuff. Please merge, so I can continue develloping/debugging ACE. |
Thanks |
runOnHover can now be CODE & SurgicalKits
Expanded render, compileMenu, compileMenuSelfAction so runOnHover can be CODE
e.g. runOnHover = QUOTE([] call DFUNC(myRunOnHoverCheck););
This allows more dynamic menus.