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Dual Wielding and Holsters - #46

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kevdarby wants to merge 2 commits into
DaXcess:devfrom
kevdarby:vr-holsters-and-two-handed-grab
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kevdarby wants to merge 2 commits into
DaXcess:devfrom
kevdarby:vr-holsters-and-two-handed-grab

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@kevdarby

@kevdarby kevdarby commented Aug 23, 2026 •

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DISCLAIMER: The code in this patch is entirely made by claude.

This branch adds the ability to pick up objects and items in your other hand. This allows you to move the cart with one hand as you place others in, and lets you dual wield guns.

It also changes the holster system a bit. Instead of ray casting to the slot it uses proximity to the holsters and changes the position to be hip and shoulder. This was much more intuitive for me to use.

I am a huge fan of this mod. You clearly have put a lot of time and love getting it working the way it does. There may be more bugs I haven't ironed out. There was a lot of difficulty getting the game to accept having two grabbers, but I tested it for a bit and it seems to work very well. I only got it to work in single player.

dual_weild

kevdarby and others added 2 commits August 23, 2026 16:16
Inventory: replace beam-raycast slot targeting with controller proximity, so
storing and retrieving use the same test and neither depends on aim. Slots
become holsters (two hips, one behind the back) on a body heading that only
re-orients past a deadzone, positioned in world space so prefab parents cannot
displace them. Stowed items no longer collide with or hurt the player, and
approach, success and rejection all give haptic feedback.

Two-handed grabbing (singleplayer, off by default): a second PhysGrabber built
on its own object with its own beam, grab points and reticle. Hand resolution is
scoped per grabber so carts, climbing and object manipulation follow the hand
actually holding. Adds rebindable Off-Hand Grab and Off-Hand Interact controls,
and reconciles PhysGrabObject.playerGrabbing so both hands can carry one object,
which the view-id keyed grab RPCs otherwise collapse into one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Items pin how they are held by calling back into their grabber, resolved through
the shared PhysGrabber.instance static that always points at the dominant hand.
An item held in the off hand therefore pinned the dominant hand instead of
itself: holding a gun and a hammer, the gun's fixed-distance override landed on
the hammer, leaving the hammer stuck close and the gun free to push and pull.

Track the item being updated and forward distance, grab point and grab strength
overrides to the grabber actually holding it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
@DaXcess
DaXcess changed the base branch from main to dev August 25, 2026 09:20
@DaXcess

DaXcess commented Aug 29, 2026 •

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This change breaks compatibility with vanilla players and thus will not be added to base RepoXR

@DaXcess DaXcess closed this Aug 29, 2026
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2 participants