Prevent inventory events from being relayed to pockets (#6074)

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
Leon Friedrich
2022-01-10 17:37:20 +13:00
committed by GitHub
parent 19b1c003e0
commit 013edcc545
9 changed files with 63 additions and 20 deletions

View File

@@ -1,6 +1,7 @@
using System.Linq;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
@@ -216,8 +217,11 @@ namespace Content.Shared.Damage
///
/// For example, armor.
/// </summary>
public class DamageModifyEvent : EntityEventArgs
public class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
{
// Whenever locational damage is a thing, this should just check only that bit of armour.
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
public DamageSpecifier Damage;
public DamageModifyEvent(DamageSpecifier damage)