Rename and clean up interaction events (#4044)

* Rename and clean up interaction events

* Fix hand equip events
This commit is contained in:
ShadowCommander
2021-05-22 21:06:40 -07:00
committed by GitHub
parent d97021d3a0
commit acb102f978
62 changed files with 273 additions and 240 deletions

View File

@@ -417,7 +417,7 @@ namespace Content.Shared.GameObjects.EntitySystems
}
/// <summary>
/// Checks that the user of a <see cref="DragDropEventArgs"/> is within a
/// Checks that the user of a <see cref="DragDropEvent"/> is within a
/// certain distance of the target and dropped entities without any entity
/// that matches the collision mask obstructing them.
/// If the <paramref name="range"/> is zero or negative,
@@ -448,7 +448,7 @@ namespace Content.Shared.GameObjects.EntitySystems
/// True if the two points are within a given range without being obstructed.
/// </returns>
public bool InRangeUnobstructed(
DragDropEventArgs args,
DragDropEvent args,
float range = InteractionRange,
CollisionGroup collisionMask = CollisionGroup.Impassable,
Ignored? predicate = null,
@@ -544,7 +544,7 @@ namespace Content.Shared.GameObjects.EntitySystems
/// <summary>
/// Checks that the user and target of a
/// <see cref="AfterInteractMessage"/> are within a certain distance
/// <see cref="AfterInteractEvent"/> are within a certain distance
/// without any entity that matches the collision mask obstructing them.
/// If the <paramref name="range"/> is zero or negative,
/// this method will only check if nothing obstructs the entity and component.
@@ -574,7 +574,7 @@ namespace Content.Shared.GameObjects.EntitySystems
/// True if the two points are within a given range without being obstructed.
/// </returns>
public bool InRangeUnobstructed(
AfterInteractMessage args,
AfterInteractEvent args,
float range = InteractionRange,
CollisionGroup collisionMask = CollisionGroup.Impassable,
Ignored? predicate = null,
@@ -582,7 +582,7 @@ namespace Content.Shared.GameObjects.EntitySystems
bool popup = false)
{
var user = args.User;
var target = args.Attacked;
var target = args.Target;
predicate ??= e => e == user;
MapCoordinates otherPosition;