Don't raise ToolAct, remove unused IToolAct

This commit is contained in:
zumorica
2020-04-29 15:28:03 +02:00
parent dd72f9d1a9
commit 995ed64789

View File

@@ -48,17 +48,6 @@ namespace Content.Server.GameObjects.EntitySystems
#region Tools
/// <summary>
/// This interface gives components behavior when being clicked on or "attacked" by a user with a tool in their hand
/// </summary>
public interface IToolAct
{
/// <summary>
/// Called when using a tool on an entity
/// </summary>
bool ToolAct(ToolActEventArgs eventArgs) => false;
}
public class ToolActEventArgs : EventArgs
{
public IEntity User { get; set; }
@@ -71,7 +60,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// This interface gives components behavior when being clicked on or "attacked" by a user with a wrench in their hand
/// </summary>
public interface IWrenchAct : IToolAct
public interface IWrenchAct
{
/// <summary>
/// Called when using a wrench on an entity
@@ -87,7 +76,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// This interface gives components behavior when being clicked on or "attacked" by a user with a crowbar in their hand
/// </summary>
public interface ICrowbarAct : IToolAct
public interface ICrowbarAct
{
/// <summary>
/// Called when using a wrench on an entity
@@ -694,11 +683,6 @@ namespace Content.Server.GameObjects.EntitySystems
// We handle specific tools AttackBy here.
if (weapon.TryGetComponent<ToolComponent>(out var tool))
{
if (attacked.GetAllComponents<IToolAct>().Any((act => act.ToolAct(new ToolActEventArgs()
{User = user, ClickLocation = clickLocation, AttackWith = weapon}))))
return;
switch (tool.Behavior)
{
case Tool.Wrench: