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Make NeedHand
modifiable for injectorSystem
#29870
Conversation
@@ -81,6 +81,12 @@ public sealed partial class InjectorComponent : Component | |||
[AutoNetworkedField] | |||
[DataField] | |||
public InjectorToggleMode ToggleState = InjectorToggleMode.Draw; | |||
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[DataField] | |||
public bool NeedHand = true; |
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While I do understand it's a pretty drop in place replacement for the doafter variables, please leave summary comments about these, preferably explaining that they affect doafters and also explaining when you would ever want/need it to be false
public bool NeedHand = true; | ||
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[DataField] | ||
public bool BreakOnHandChange = true; |
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Same thing here, since I'm finding it hard to imagine why BreakOnChange would need to be false, are you trying to double inject someone...?
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I made this one modifiable mainly because it appears to be quite related to the NeedHand variable. I haven't yet found a case where it would be set to false, but I don't see any reason to leave it hardcoded.
On another note, I think that I might turn couple other variables to be modifiable, particularly the one that tells how still you need to be, without it my WIP medibot change will need a nasty 0.1 second wait operator to let the bot stop moving, which currently translates to like 6 lines of yml, or 2 primitive tasks.
well, sure |
* Get needhand from yml * MovementThreshold modifiable + inheritdoc
* Get needhand from yml * MovementThreshold modifiable + inheritdoc
About the PR
Moved hardcoded variable to yml, so it can be set in prototypes.
Why / Balance
A feature I'm planning would be greatly simplified if we allowed the existence of hand-free injectors/syringes.
I feel that this change is something that could be left behind if that feature I'm making either isn't merged or gets reverted.
Technical details
There ain't that much to review, I don't think this breaks anything, and the default values stay unchanged.
Media
Breaking changes
Changelog