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Make NeedHand
modifiable for injectorSystem
#29870
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Original file line number | Diff line number | Diff line change |
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@@ -81,6 +81,22 @@ public sealed partial class InjectorComponent : Component | |
[AutoNetworkedField] | ||
[DataField] | ||
public InjectorToggleMode ToggleState = InjectorToggleMode.Draw; | ||
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#region Arguments for injection doafter | ||
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/// <inheritdoc cref=DoAfterArgs.NeedHand> | ||
[DataField] | ||
public bool NeedHand = true; | ||
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/// <inheritdoc cref=DoAfterArgs.BreakOnHandChange> | ||
[DataField] | ||
public bool BreakOnHandChange = true; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 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...? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 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. |
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/// <inheritdoc cref=DoAfterArgs.MovementThreshold> | ||
[DataField] | ||
public float MovementThreshold = 0.1f; | ||
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#endregion | ||
} | ||
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/// <summary> | ||
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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