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;
/// 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;
/// Whether using the item inhand while wielding causes the item to unwield.
/// Unwielding can conflict with other inhand actions.
[DataField]
public bool UnwieldOnUse = true;
[DataField("wieldedInhandPrefix")]
public string? WieldedInhandPrefix = "wielded";
public string? OldInhandPrefix = null;
[DataField("forceTwoHanded")]
public bool ForceTwoHanded;
}
[Serializable, NetSerializable]
public enum WieldableVisuals : byte
Wielded