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- 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(SharedWieldableSystem)), 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;
- /// <summary>
- /// Should use delay trigger after the wield/unwield?
- /// </summary>
- [DataField]
- public bool UseDelayOnWield = true;
- [DataField("wieldedInhandPrefix")]
- public string? WieldedInhandPrefix = "wielded";
- public string? OldInhandPrefix = null;
- }
- [Serializable, NetSerializable]
- public enum WieldableVisuals : byte
- {
- Wielded
- }
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