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2 changes: 1 addition & 1 deletion OpenDreamClient/DreamClientSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,6 @@ public override void Initialize() {
private void OnPlayerAttached(LocalPlayerAttachedEvent e) {
// The active input context gets reset to "common" when a new player is attached
// So we have to set it again
_interfaceManager.DefaultWindow?.Macro.SetActive();
_interfaceManager.DefaultWindow?.Macro?.SetActive();
}
}
4 changes: 2 additions & 2 deletions OpenDreamClient/Interface/Controls/ControlWindow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ public sealed class ControlWindow : InterfaceControl {
public readonly List<InterfaceControl> ChildControls = new();

public string Title => WindowDescriptor.Title.Value;
public InterfaceMacroSet Macro => _interfaceManager.MacroSets[WindowDescriptor.Macro.AsRaw()];
public InterfaceMacroSet? Macro => _interfaceManager.MacroSets.GetValueOrDefault(WindowDescriptor.Macro.AsRaw());

private WindowDescriptor WindowDescriptor => (WindowDescriptor)ElementDescriptor;

Expand Down Expand Up @@ -54,7 +54,7 @@ protected override void UpdateElementDescriptor() {
UpdateWindowAttributes(_myWindow);

if (WindowDescriptor.IsDefault.Value) {
Macro.SetActive();
Macro?.SetActive();
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This would leave the previous macro set as the active one if macro is removed through winset.

I would also like to test if BYOND has a default macro set for this case.

}
}

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