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feat: allow holstering to use a weapon_category
instead of a flag
#5632
base: main
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Conversation
Haven't figured out how to run the translation template extraction script locally... |
I'm currently marking this as draft, for 2 reasons:
e.g. Edit: looking through the cdda data for scissors, it kind of has the opposite data, I guess the 2 important questions are:
|
weapon_category
instead of a flag
weapon_category
instead of a flagweapon_category
instead of a flag
Ignore translation template failure. We don't know why it's failing but it should be unrelated. |
Sounds like I should just leave that one as-is then, I will try and do an audit of all the other things in the knives category, |
Here is a list of the oddball knives/flags combos, most of the things in the knives category without sheathing seem like oversights.
|
chaos_dagger is a dev item. |
Moving on to look at more holsters than the bandolier, In the alternatives solutions I had said:
It looks like this is going to be required for items like |
Checklist
Required
main
so it won't cause conflict when updatingmain
branch later.Optional
Purpose of change
In #1709 it was mentioned:
This is an experiment in that regard
Describe the solution
Add
weapon_category
as a optionaluse_action
field, this allows bothflags
andweapon_category
to be used so it should be backwards compatible with existing mods/json data without change.Describe alternatives you've considered
The
weapon_category
field in ause_action
object could be an array or some such instead of just a string?Testing
The
KNIVES
field was added to thebandolier_knife
, and theSHEATH_KNIFE
field was removed from thefolding_knife
.It was tested that the folding knife, and another knife still can be sheathed and drawn from the bandolier.
Additional context