Decouple interactions from hands, cleanup old events, add new fears (#28393)
* ok basic shit * second part * pretend it isn't real it can't hurt you. * 👁️ 👁️ * shadowcommander review
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@@ -51,58 +51,4 @@ namespace Content.Shared.Interaction
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Target = target;
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}
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}
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/// <summary>
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/// Low-level interaction event used for entities without hands.
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/// </summary>
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/// <remarks>
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/// SHIT IS CURSED.
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/// </remarks>
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//TODO: KILLLLLLL
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public sealed class InteractNoHandEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// Entity that triggered the interaction.
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/// </summary>
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public EntityUid User;
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/// <summary>
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/// Entity that was interacted on.
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/// </summary>
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public EntityUid? Target;
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public EntityCoordinates ClickLocation;
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public InteractNoHandEvent(EntityUid user, EntityUid? target, EntityCoordinates clickLocation)
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{
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User = user;
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Target = target;
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ClickLocation = clickLocation;
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}
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}
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/// <summary>
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/// Reverse of the InteractNoHandEvent - raised on what was interacted on, rather than the other way around.
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/// </summary>
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public sealed class InteractedNoHandEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// Entity that was interacted on
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/// </summary>
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public EntityUid Target;
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/// <summary>
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/// Entity that triggered this interaction
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/// </summary>
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public EntityUid User;
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public EntityCoordinates ClickLocation;
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public InteractedNoHandEvent(EntityUid target, EntityUid user, EntityCoordinates clickLocation)
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{
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Target = target;
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User = user;
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ClickLocation = clickLocation;
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}
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}
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}
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