Make GetExplosionResistance event a struct (#20274)

Also fixed a typo.
This commit is contained in:
metalgearsloth
2023-09-17 19:04:04 +10:00
committed by GitHub
parent 3be88f4680
commit e5d6d7f1eb
6 changed files with 34 additions and 16 deletions

View File

@@ -24,7 +24,7 @@ public partial class InventorySystem
SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, BeforeStripEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SeeIdentityAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
@@ -42,7 +42,22 @@ public partial class InventorySystem
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetStrippingVerbs);
}
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
protected void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
{
// Just so I don't have to update 20 morbillion events at once.
if (args.TargetSlots == SlotFlags.NONE)
return;
var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
var ev = new InventoryRelayedEvent<T>(args);
while (containerEnumerator.MoveNext(out var container))
{
if (!container.ContainedEntity.HasValue) continue;
RaiseLocalEvent(container.ContainedEntity.Value, ev, broadcast: false);
}
}
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
{
if (args.TargetSlots == SlotFlags.NONE)
return;
@@ -93,7 +108,7 @@ public partial class InventorySystem
/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
/// InventoryRelayedEvent&lt;RefreshMovementSpeedModifiersEvent&gt;
/// </remarks>
public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs where TEvent : EntityEventArgs
public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
{
public readonly TEvent Args;