Fix warnings and code cleanup/fixes (#13570)
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@@ -45,7 +45,7 @@ public partial class InventorySystem
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/// This avoids nested inventory relays, and makes it easy to have certain events only handled by the initial
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/// target entity. E.g. health based movement speed modifiers should not be handled by a hat, even if that hat
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/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
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/// InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>
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/// InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>
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/// </remarks>
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public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs where TEvent : EntityEventArgs, IInventoryRelayEvent
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{
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