#include "x2_inc_switches"
#include "dcy_include"

void main()
{
    if(GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_EQUIP || GetLocalInt(GetModule(), DEBUG_MODE)) return;

    object oPC = GetPCItemLastEquippedBy();
    object oItem = GetPCItemLastEquipped();
    int iDurability = DCY_GetItemDurability(oItem);

    // Can't equip a broken item
    if(iDurability == 0)
    {
        AssignCommand(oPC, ClearAllActions());
        AssignCommand(oPC, ActionUnequipItem(oItem));

        FloatingTextStringOnCreature(ColorTokenRed() + "That item is broken and must be repaired before you can use it." + ColorTokenEnd(), oPC, FALSE);
    }
}