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-- Disable dragwalking
local ACTIONS = GLOBAL.ACTIONS
local BufferedAction = GLOBAL.BufferedAction
local TheInput = GLOBAL.TheInput
local PlayerControllerPostConstruct = function(self)
local OriginalOnLeftClick = self.OnLeftClick
self.OnLeftClick = function(self, down)
-- IsAOETargeting only exists in DST Forge, check if it exists for DS compatibility
local LocalIsAOET = false
if self.IsAOETargeting then
LocalIsAOET = self:IsAOETargeting()
end
-- Prevent dragwalking if down and nothing is being placed
if down and (self.placer_recipe == nil or self.placer == nil) and not LocalIsAOET then
local act = self:GetLeftMouseAction() or BufferedAction(self.inst, nil, ACTIONS.WALKTO, nil, TheInput:GetWorldPosition())
local mouseEntity = TheInput:GetWorldEntityUnderMouse()
local mousePointsAtPlayerOrNil = mouseEntity == nil or mouseEntity == self.inst
if act.action == ACTIONS.WALKTO and act.target == nil and mousePointsAtPlayerOrNil then
return
end
end
return OriginalOnLeftClick(self, down)
end
end
AddClassPostConstruct('components/playercontroller', PlayerControllerPostConstruct)
Steam removes tabs and spaces.
inst.AnimState:HideSymbol("swap_body")
inst.AnimState:HideSymbol("swap_hat")
inst.AnimState:SetLayer(4)
to
local function ReApplyGhostHands( inst, forcereskin )
inst.AnimState:HideSymbol("swap_body")
inst.AnimState:HideSymbol("swap_hat")
inst.AnimState:SetLayer(6)
I recommend changing inst.AnimState:SetLayer(4) to inst.AnimState:SetLayer(6) (or 5 i guess) which is LAYER_FRONTEND as LAYER_WORLD_CEILING causes tools and hands to go behind trees and stuff while interacting with them (chopping, collecting)