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@Tomce795 Tomce795 commented Jan 3, 2026

About the PR

The TryUncuff function now checks if the target is being actively pulled by another entity. If they are, it will prevent them from performing the DoAfter. No other changes in regards to being cuffed.

Port of #2226 from Impstation.

Why / Balance

It's mostly just QoL for Sec and potentially anyone else who would have someone cuffed. Being cuffed kinda suck not gonna lie, but the fact that you have to keep an eye on your cuffed target even when they are actively being pulled around by you is kinda stinky. There is a very low chance that you'll get away with uncuffing in the presence of your capturer anyway, but this just prevents the annoyance of needing to punch or pull around someone cuffed.

Technical details

3 line addition in SharedCuffableSystems.cs, specifically the TryUncuff function, including comments.

Media

2026-01-03.mp4

Requirements

  • I have read and am following the Pull Request and Changelog Guidelines.
  • I have added media to this PR or it does not require an ingame showcase.
  • I have tested any changes or additions.
  • I can confirm this PR contains no AI-generated content, and did not use any AI-generated content.

Breaking changes

Changelog

🆑

  • tweak: You are no longer able to uncuff yourself if you are being actively pulled by another player.

@Tomce795 Tomce795 requested a review from sleepyyapril as a code owner January 3, 2026 09:08
@github-actions github-actions bot added Status: Needs Review This PR needs a review from a maintainer. Changes: YML Changes: C# labels Jan 3, 2026
@TheDen-Bot TheDen-Bot changed the title Being pulled blocks uncuff doafter. Being Pulled Blocks Uncuff Doafter. Jan 3, 2026
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Tomce795 commented Jan 3, 2026

Something something fake fail, I'm sure. I love EE bloat.

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Changes: C# Changes: YML Status: Needs Review This PR needs a review from a maintainer.

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