Predict wielding (#16275)
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35
Content.Shared/Wieldable/Components/WieldableComponent.cs
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35
Content.Shared/Wieldable/Components/WieldableComponent.cs
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using Robust.Shared.Audio;
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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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/// Used for objects that can be wielded in two or more hands,
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem)), AutoGenerateComponentState]
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public sealed partial class WieldableComponent : Component
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{
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[DataField("wieldSound")]
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public SoundSpecifier? WieldSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
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[DataField("unwieldSound")]
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public SoundSpecifier? UnwieldSound;
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/// <summary>
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/// Number of free hands required (excluding the item itself) required
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/// to wield it
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/// </summary>
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[DataField("freeHandsRequired")]
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public int FreeHandsRequired = 1;
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[AutoNetworkedField, DataField("wielded")]
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public bool Wielded = false;
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[DataField("wieldedInhandPrefix")]
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public string WieldedInhandPrefix = "wielded";
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public string? OldInhandPrefix = null;
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[DataField("wieldTime")]
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public float WieldTime = 1.5f;
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}
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