Files
wwdpublic/Content.Shared/Wieldable/Components/WieldableComponent.cs
deltanedas bc5f039718 wielding refactor/fixes (#32188)
* refactor wieldable events

* fix inconsitency with wielding and use updated events

* wieldable cosmetic refactoring

* Update Content.Shared/Wieldable/Events.cs

Co-authored-by: Centronias <charlie.t.santos@gmail.com>

* real

Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Centronias <charlie.t.santos@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>

(cherry picked from commit 0aebc76feb86095514fbc572879691cf3d892e50)
2025-09-20 12:54:29 +03:00

60 lines
1.7 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;
/// <summary>
/// Automatically attempts to wield the item upon being picked or switched to (while held)
/// </summary>
[DataField]
public bool AutoWield = true;
// WD EDIT END
}
[Serializable, NetSerializable]
public enum WieldableVisuals : byte
{
Wielded
}