if (totalSplit == 0)
return;
- args.Handled = true;
+ // Optionally allow further melee handling occur
+ args.Handled = entity.Comp.PreventMelee;
// First update the hit count so anything that is not reactive wont count towards the total!
foreach (var hit in args.HitEntities)
/// </summary>
[DataField]
public bool SpillWhenThrown = true;
+
+ /// <summary>
+ /// If true, melee processing will stop if any reagent is transferred.
+ /// Otherwise, melee processing keeps occuring allowing both reagent
+ /// transfer and melee damage to happen.
+ /// </summary>
+ [DataField]
+ public bool PreventMelee = true;
}