using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.Wieldable.Components; /// /// Used for objects that can be wielded in two or more hands, /// [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; /// /// Number of free hands required (excluding the item itself) required /// to wield it /// [DataField("freeHandsRequired")] public int FreeHandsRequired = 1; [AutoNetworkedField, DataField("wielded")] public bool Wielded = false; [DataField("wieldedInhandPrefix")] public string WieldedInhandPrefix = "wielded"; public string? OldInhandPrefix = null; [DataField("wieldTime")] public float WieldTime = 1.5f; }