Files
wwdpublic/Content.Shared/Wieldable/Components/WieldableComponent.cs
RedFoxIV 6d4215b08d dollar store spookston (#258)
* initial sidestream port

* ru locale

* blyatison

* упс

* jannie qol (#6)

* initial sidestream port

* blyadison

* cs1.4 (#4)

* initial sidestream port
* blyatison

* antitryaska (#7)

* initial sidestream port (still fucked though)

* blyatison

* o fugg (#8) speedmerge

* o fugg

* fugg :-DDD

* attempt numero uno (#9)

* fix desword sound (#10)

* раз уж я тут сижу

* whoops

* shit

---------

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2025-03-03 14:29:21 +02:00

62 lines
1.8 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;
/// <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
}