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using Robust.Shared.GameStates;
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namespace Content.Shared.Wieldable.Components;
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/// <summary>
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/// Blocks an entity from wielding items.
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/// When added to an item, it will block wielding when held in hand or equipped.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class WieldingBlockerComponent : Component
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{
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/// <summary>
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/// Block wielding when this item is held in a hand?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool BlockInHand = true;
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/// <summary>
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/// Block wielding when this item is equipped?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool BlockEquipped = true;
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}
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Reference in New Issue
Block a user