Rename and clean up interaction events (#4044)
* Rename and clean up interaction events * Fix hand equip events
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@@ -417,7 +417,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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}
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/// <summary>
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/// Checks that the user of a <see cref="DragDropEventArgs"/> is within a
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/// Checks that the user of a <see cref="DragDropEvent"/> is within a
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/// certain distance of the target and dropped entities without any entity
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/// that matches the collision mask obstructing them.
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/// If the <paramref name="range"/> is zero or negative,
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@@ -448,7 +448,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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/// True if the two points are within a given range without being obstructed.
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/// </returns>
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public bool InRangeUnobstructed(
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DragDropEventArgs args,
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DragDropEvent args,
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float range = InteractionRange,
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CollisionGroup collisionMask = CollisionGroup.Impassable,
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Ignored? predicate = null,
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@@ -544,7 +544,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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/// <summary>
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/// Checks that the user and target of a
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/// <see cref="AfterInteractMessage"/> are within a certain distance
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/// <see cref="AfterInteractEvent"/> are within a certain distance
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/// without any entity that matches the collision mask obstructing them.
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/// If the <paramref name="range"/> is zero or negative,
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/// this method will only check if nothing obstructs the entity and component.
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@@ -574,7 +574,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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/// True if the two points are within a given range without being obstructed.
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/// </returns>
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public bool InRangeUnobstructed(
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AfterInteractMessage args,
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AfterInteractEvent args,
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float range = InteractionRange,
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CollisionGroup collisionMask = CollisionGroup.Impassable,
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Ignored? predicate = null,
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@@ -582,7 +582,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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bool popup = false)
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{
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var user = args.User;
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var target = args.Attacked;
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var target = args.Target;
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predicate ??= e => e == user;
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MapCoordinates otherPosition;
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