diff --git a/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs b/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs
index 45cd5b5ec9..102c6c539e 100644
--- a/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs
+++ b/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs
@@ -57,7 +57,7 @@ namespace Content.Server.GameObjects.EntitySystems
///
/// This interface gives components behavior when being clicked by objects outside the range of direct use
///
- public interface IRangedAttackby
+ public interface IRangedAttackBy
{
///
/// Called when we try to interact with an entity out of range
@@ -66,7 +66,14 @@ namespace Content.Server.GameObjects.EntitySystems
///
///
///
- bool RangedAttackby(IEntity user, IEntity attackwith, GridCoordinates clicklocation);
+ bool RangedAttackBy(RangedAttackByEventArgs eventArgs);
+ }
+
+ public class RangedAttackByEventArgs : EventArgs
+ {
+ public IEntity User { get; set; }
+ public IEntity Weapon { get; set; }
+ public GridCoordinates ClickLocation { get; set; }
}
///
@@ -358,12 +365,12 @@ namespace Content.Server.GameObjects.EntitySystems
///
public static void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clicklocation)
{
- List rangedusables = attacked.GetAllComponents().ToList();
+ List rangedusables = attacked.GetAllComponents().ToList();
//See if we have a ranged attack interaction
for (var i = 0; i < rangedusables.Count; i++)
{
- if (rangedusables[i].RangedAttackby(user, weapon, clicklocation)) //If an attackby returns a status completion we finish our attack
+ if (rangedusables[i].RangedAttackBy(new RangedAttackByEventArgs { User = user, Weapon = weapon, ClickLocation = clicklocation })) //If an attackby returns a status completion we finish our attack
{
return;
}