6
2025-12-18 02:55:17 +03:00

24 lines
699 B
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Wieldable.Components;
/// <summary>
/// Blocks an entity from wielding items.
/// When added to an item, it will block wielding when held in hand or equipped.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class WieldingBlockerComponent : Component
{
/// <summary>
/// Block wielding when this item is held in a hand?
/// </summary>
[DataField, AutoNetworkedField]
public bool BlockInHand = true;
/// <summary>
/// Block wielding when this item is equipped?
/// </summary>
[DataField, AutoNetworkedField]
public bool BlockEquipped = true;
}