Files
wwdpublic/Content.Shared/Wieldable/Components/WieldableComponent.cs
PuroSlavKing 7ce954bd87 [Port] Resomi (#172)
* Resomi (#27)

* resomi

* locale + fix sprites

* displacements

* add sprites (not full (need to check up)) + agillity skill

* some stuff

* -_-

* фыф

* add

* fix

* Add sprites

* localisation

* fix

* вы нахуй меня дрочите?!!

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Co-authored-by: AwareFoxy <135021509+AwareFoxy@users.noreply.github.com>

* Create species.ftl

* first (#116)

* fix null

* fixiki

* more fixikov

* outer metas

* migrate

* fix rsi validation

* fix yaml linter

* build fix

* more migrate

* one more migrate

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Co-authored-by: pofitlo <kuzminvladislav237@gmail.com>
Co-authored-by: AwareFoxy <135021509+AwareFoxy@users.noreply.github.com>
2024-12-24 19:52:58 +07:00

56 lines
1.6 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Wieldable.Components;
/// <summary>
/// Used for objects that can be wielded in two or more hands,
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem)), AutoGenerateComponentState]
public sealed partial class WieldableComponent : Component
{
[DataField("wieldSound")]
public SoundSpecifier? WieldSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
[DataField("unwieldSound")]
public SoundSpecifier? UnwieldSound;
/// <summary>
/// Number of free hands required (excluding the item itself) required
/// to wield it
/// </summary>
[DataField("freeHandsRequired")]
public int FreeHandsRequired = 1;
[AutoNetworkedField, DataField("wielded")]
public bool Wielded = false;
/// <summary>
/// Whether using the item inhand while wielding causes the item to unwield.
/// Unwielding can conflict with other inhand actions.
/// </summary>
[DataField]
public bool UnwieldOnUse = true;
[DataField("wieldedInhandPrefix")]
public string? WieldedInhandPrefix = "wielded";
public string? OldInhandPrefix = null;
// WD EDIT START
/// <summary>
/// Requires item to be alt-used in hand (alt-Z / alt-click in active hand) to be wielded.
/// </summary>
[DataField]
public bool AltUseInHand = false;
public EntityUid? User = null;
// WD EDIT END
}
[Serializable, NetSerializable]
public enum WieldableVisuals : byte
{
Wielded
}