Refactor: ProximityDetectionSystem (#35133)
* Refactor: ProximityDetectionSystem * Update * Update * Update * Yikes * Update * Dirty * Update * Update * Lil cleanup * Update * Update
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@@ -1,17 +1,27 @@
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using Content.Shared.FixedPoint;
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using Content.Shared.ProximityDetection.Components;
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using Robust.Shared.Serialization;
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using Content.Shared.ProximityDetection.Components;
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namespace Content.Shared.ProximityDetection;
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/// <summary>
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/// Raised to determine if proximity sensor can detect an entity.
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/// </summary>
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[ByRefEvent]
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public record struct ProximityDetectionAttemptEvent(bool Cancel, FixedPoint2 Distance, Entity<ProximityDetectorComponent> Detector);
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public struct ProximityDetectionAttemptEvent(float distance, Entity<ProximityDetectorComponent> detector, EntityUid target)
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{
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public bool Cancelled;
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public readonly float Distance = distance;
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public readonly Entity<ProximityDetectorComponent> Detector = detector;
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public readonly EntityUid Target = target;
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}
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/// <summary>
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/// Raised when distance from proximity sensor to the target was updated.
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/// </summary>
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[ByRefEvent]
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public record struct ProximityTargetUpdatedEvent(ProximityDetectorComponent Detector, EntityUid? Target, FixedPoint2 Distance);
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public readonly record struct ProximityTargetUpdatedEvent(float Distance, Entity<ProximityDetectorComponent> Detector, EntityUid? Target = null);
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/// <summary>
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/// Raised when proximity sensor got new target.
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/// </summary>
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[ByRefEvent]
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public record struct NewProximityTargetEvent(ProximityDetectorComponent Detector, EntityUid? Target);
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public readonly record struct NewProximityTargetEvent(float Distance, Entity<ProximityDetectorComponent> Detector, EntityUid? Target = null);
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