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But yea, there's a weapon tag set up to identify which guns are bayonet compatible. In the code, it identifies whether a tag is compatible, or in the sarcastic way I wrote the code itself, "__IsNotCrapWeapon(ThingDef weapon)", on number of conditions.
If the weapon has weaponTags == null, then no. If the weapon does not use projectiles, then no. If the weapon has any tags IndustrialGunAdvanced, SpacerGun, or BayonetGun, then yes. Actually, the BayonetGun tag is marked "tag for other modders? idk if it works", which I will update.
If the weapon defName is empty (which I don't remember why it's there), then yes. Then there are a few weapons which are hard-coded to be compatible: Gun_BoltActionRifle, Gun_PumpShotgun, and Gun_Revolver (next to a comment "pritchard bayonet reacts only"). If no condition is met, then it returns false.
With that said, I'm running into an issue and I'm curious about the author being able to help me with it. I'm currently trying to get this mod compatible with the musket added by that some mod and I think I sort of understand why it's not working. It's because it's tagged as a medieval ranged weapon instead of industrial or spacer. The thing is, I don't know how to patch it to make the musket count as a valid weapon. Could you offer some insight on that?