<NME> Weapon.cs
<BEF> ﻿using UnityEngine;
using System.Collections;

public class Weapon : Equipment {

	public int AccuracyBonus;
	public int DamageBonus;

	public virtual void WeaponSelfDamage()
	{//Damage caused to the weapon when it hits something with heavy resistance.
		objInt().Quality-=1;
		//UWCharacter.Instance.PlayerCombat.currWeapon= this;
		if (((slotNo ==7) && (UWCharacter.Instance.isLefty==false)) || ((slotNo ==8) && (UWCharacter.Instance.isLefty==true)))
		{
			if (this.GetComponent<WeaponRanged>()!=null)
			{
				UWCharacter.Instance.PlayerCombat.currWeaponRanged=(WeaponRanged)this;
			}
			if (this.GetComponent<WeaponMelee>()!=null)
			{
				UWCharacter.Instance.PlayerCombat.currWeapon=(WeaponMelee)this;
			}

		}
		return true;
	}

	public override bool UnEquipEvent (short slotNo)
	{
		if (((slotNo ==7) && (UWCharacter.Instance.isLefty==false)) || ((slotNo ==8) && (UWCharacter.Instance.isLefty==true)))
		{
			UWCharacter.Instance.PlayerCombat.currWeapon = null;
			UWCharacter.Instance.PlayerCombat.currWeaponRanged = null;
		}
		return false;
	}


}

<MSG> Clicking on properly equipped weapons will put the player into combat mode.
Strike animations will remain consistent from swinging to releasing them. When in mouse-look a random attack will occur.
<DFF> @@ -6,6 +6,27 @@ public class Weapon : Equipment {
 	public int AccuracyBonus;
 	public int DamageBonus;
 
+	public override bool use ()
+	{
+		if (GameWorldController.instance.playerUW.playerInventory.ObjectInHand =="")
+		{
+			if (((this.objInt().inventorySlot==7) && (GameWorldController.instance.playerUW.isLefty==false)) || ((this.objInt().inventorySlot==8) && (GameWorldController.instance.playerUW.isLefty==true)))
+			{
+				if(UWCharacter.InteractionMode==UWCharacter.InteractionModeAttack)
+				{
+					UWCharacter.InteractionMode=UWCharacter.InteractionModeUse;		
+				}
+				else
+				{
+					UWCharacter.InteractionMode=UWCharacter.InteractionModeAttack;				
+				}
+			}
+			InteractionModeControl.UpdateNow=true;
+						return true;
+		}
+		return false;
+	}
+
 	public virtual void WeaponSelfDamage()
 	{//Damage caused to the weapon when it hits something with heavy resistance.
 		objInt().Quality-=1;

Clicking on properly equipped weapons will put the player into combat mode. Strike animations will remain consistent from swinging to releasing them. When in mouse-look a random attack will occur.