Toggleable Hardsuit Helmets (#7559)
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@@ -37,6 +37,20 @@ namespace Content.Shared.Item
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[DataField("clothingVisuals")]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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/// <summary>
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/// Whether or not this item can be picked up.
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/// </summary>
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/// <remarks>
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/// This should almost always be true for items. But in some special cases, an item can be equipped but not
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/// picked up. E.g., hardsuit helmets are attached to the suit, so we want to disable things like the pickup
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/// verb.
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/// </remarks>
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[DataField("canPickup")]
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public bool CanPickup = true;
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[DataField("quickEquip")]
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public bool QuickEquip = true;
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/// <summary>
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/// Part of the state of the sprite shown on the player when this item is in their hands or inventory.
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/// </summary>
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@@ -61,9 +75,12 @@ namespace Content.Shared.Item
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[DataField("Slots")]
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public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
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[DataField("EquipSound")]
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[DataField("equipSound")]
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public SoundSpecifier? EquipSound { get; set; } = default!;
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[DataField("unequipSound")]
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public SoundSpecifier? UnequipSound = default!;
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/// <summary>
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/// Rsi of the sprite shown on the player when this item is in their hands. Used to generate a default entry for <see cref="InhandVisuals"/>
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/// </summary>
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