* Make the advanced treatment modules beakers explosion-proof.
* undo changes
* Epic rename fail
* Explosion recursion data field
* Logic for data field
private void OnExploded(Entity<HandsComponent> ent, ref BeforeExplodeEvent args)
{
+ if (ent.Comp.DisableExplosionRecursion)
+ return;
+
foreach (var hand in ent.Comp.Hands.Values)
{
if (hand.HeldEntity is { } uid)
/// </summary>
public List<string> SortedHands = new();
+ /// <summary>
+ /// If true, the items in the hands won't be affected by explosions.
+ /// </summary>
+ [DataField]
+ public bool DisableExplosionRecursion = false;
+
/// <summary>
/// The amount of throw impulse per distance the player is from the throw target.
/// </summary>
templateId: borg
- type: Hands
showInHands: false
+ disableExplosionRecursion: true
- type: IntrinsicRadioReceiver
- type: IntrinsicRadioTransmitter
channels: