Literally fucking remove IEntity
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@@ -8,7 +8,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Destructible
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{
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/// <summary>
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/// When attached to an <see cref="IEntity"/>, allows it to take damage
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/// When attached to an <see cref="Robust.Shared.GameObjects.EntityUid"/>, allows it to take damage
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/// and triggers thresholds when reached.
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/// </summary>
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[RegisterComponent]
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@@ -53,7 +53,7 @@ namespace Content.Server.Mind.Components
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
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/// Use <see cref="Mind.TransferTo(Robust.Shared.GameObjects.EntityUid)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalEjectMind()
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@@ -65,7 +65,7 @@ namespace Content.Server.Mind.Components
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
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/// Use <see cref="Mind.TransferTo(Robust.Shared.GameObjects.EntityUid)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalAssignMind(Mind value)
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@@ -40,7 +40,7 @@ namespace Content.Server.Stack
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}
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/// <summary>
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/// Try to split this stack into two. Returns a non-null <see cref="IEntity"/> if successful.
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/// Try to split this stack into two. Returns a non-null <see cref="Robust.Shared.GameObjects.EntityUid"/> if successful.
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/// </summary>
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public EntityUid? Split(EntityUid uid, int amount, EntityCoordinates spawnPosition, SharedStackComponent? stack = null)
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{
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@@ -265,7 +265,7 @@ namespace Content.Server.Storage.Components
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/// <summary>
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/// Inserts an Entity (<paramref name="toInsert"/>) in the world into storage, informing <paramref name="player"/> if it fails.
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/// <paramref name="toInsert"/> is *NOT* held, see <see cref="PlayerInsertHeldEntity(IEntity)"/>.
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/// <paramref name="toInsert"/> is *NOT* held, see <see cref="PlayerInsertHeldEntity(Robust.Shared.GameObjects.EntityUid)"/>.
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/// </summary>
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/// <param name="player">The player to insert an entity with</param>
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/// <returns>true if inserted, false otherwise</returns>
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@@ -11,7 +11,7 @@ namespace Content.Shared.MobState
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}
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/// <summary>
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/// Defines what state an <see cref="IEntity"/> is in.
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/// Defines what state an <see cref="Robust.Shared.GameObjects.EntityUid"/> is in.
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///
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/// Ordered from most alive to least alive.
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/// To enumerate them in this way see
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@@ -178,7 +178,7 @@ namespace Content.Shared.Verbs
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/// The entity currently being held by the active hand.
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/// </summary>
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/// <remarks>
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/// This is only ever not null when <see cref="ActionBlockerSystem.CanUse(EntityUid)"/> is true and the user
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/// This is only ever not null when <see cref="ActionBlockerSystem.CanUse(Robust.Shared.GameObjects.EntityUid)"/> is true and the user
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/// has hands.
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/// </remarks>
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public readonly IEntity? Using;
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