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feat: Bionic fake item use actions can now be used #7371
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| "sort_rank": -200 | ||
| }, | ||
| { | ||
| "id": "BIONICS", |
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???
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For the display, it's how it is labeled in the menu
See the above 2 for the armor and weapons categories which serve the same purpose
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const item_category bio_cat( "BIONICS", no_translation( "BIONICS" ), 0 );
This uses it I believe
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Some notes:
- Random insertion to item category file for no apparent reason?
- We can probably now move the use actions extended toolset has onto the toolset item and set IT to no longer include extended toolset as a sub-bionic now that it's usable from the use action menu.
- That said uh...the menu is pretty fugly:
And then uh. OH. Using the extended toolset's repair action then hitting "back to item selection" exploded game:

| void avatar_action::use_item( avatar &you, item *loc ) | ||
| { | ||
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| temp_item_location *bio_tool_spot = new temp_item_location( ); |
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| temp_item_location *bio_tool_spot = new temp_item_location( ); | |
| auto *bio_tool_spot = new temp_item_location( ); |
duplicate types are duplicate
Purpose of change (The Why)
I hope this is true
Needed to prove this wrong
Describe the solution (The How)
Adds a new section to the use menu, witch is bionic items
You can use them :)
Describe alternatives you've considered
None
Testing
Spawn in the integrated toolset bionic
Open the use menu it's there
Use it
Skip through all the errors
You can now use it
Additional context
Fixing the errors might be my funeral
I don't believed powered bionics function currently
Checklist
Mandatory
closes #1234in Summary of the PR so it can be closed automatically.mainso it won't cause conflict when updatingmainbranch later.