using Robust.Shared.GameStates;
using Robust.Shared.Audio;
using Content.Shared.Damage;
namespace Content.Shared.Item;
///
/// Handles the changes to the melee weapon component when the item is toggled.
///
///
/// You can change the damage, sound on hit, on swing, as well as hidden status while activated.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class ItemToggleMeleeWeaponComponent : Component
{
///
/// The noise this item makes when hitting something with it on.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? ActivatedSoundOnHit;
///
/// The noise this item makes when hitting something with it off.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? DeactivatedSoundOnHit;
///
/// The noise this item makes when hitting something with it on and it does no damage.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? ActivatedSoundOnHitNoDamage;
///
/// The noise this item makes when hitting something with it off and it does no damage.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? DeactivatedSoundOnHitNoDamage;
///
/// The noise this item makes when swinging at nothing while activated.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? ActivatedSoundOnSwing;
///
/// The noise this item makes when swinging at nothing while not activated.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? DeactivatedSoundOnSwing;
///
/// Damage done by this item when activated.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public DamageSpecifier? ActivatedDamage = null;
///
/// Damage done by this item when deactivated.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public DamageSpecifier? DeactivatedDamage = null;
///
/// Does this become hidden when deactivated
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool DeactivatedSecret = false;
}
///
/// Raised in order to effect changes upon the MeleeWeaponComponent of the entity.
///
[ByRefEvent]
public record struct ItemToggleMeleeWeaponUpdateEvent(bool Activated)
{
public bool Activated = Activated;
}