* Fix for over-cuffing someone
* comment
if (!_interaction.InRangeUnobstructed(handcuff, target))
return false;
+ // if the amount of hands the target has is equal to or less than the amount of hands that are cuffed
+ // don't apply the new set of cuffs
+ // (how would you even end up with more cuffed hands than actual hands? either way accounting for it)
+ if (TryComp<HandsComponent>(target, out var hands) && hands.Count <= component.CuffedHandCount)
+ return false;
+
// Success!
_hands.TryDrop(user, handcuff);