* Add UnwieldOverride variable that overrides unwielding inhand to enable other interactions
* Give LMGs UnwieldOverride
* logically inverted UnwieldOverride to UnwieldOnUse
* fixed typo
[AutoNetworkedField, DataField("wielded")]
public bool Wielded = false;
+ /// <summary>
+ /// Whether using the item inhand while wielding causes the item to unwield.
+ /// Unwielding can conflict with other inhand actions.
+ /// </summary>
+ [DataField]
+ public bool UnwieldOnUse = true;
+
[DataField("wieldedInhandPrefix")]
public string? WieldedInhandPrefix = "wielded";
if (!component.Wielded)
args.Handled = TryWield(uid, component, args.User);
- else
+ else if (component.UnwieldOnUse)
args.Handled = TryUnwield(uid, component, args.User);
}
slots:
- Back
- type: Wieldable
+ unwieldOnUse: false
- type: GunWieldBonus
minAngle: -20
maxAngle: -20