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