Moved interaction interfaces from Server to Shared.
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using System;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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/// <summary>
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/// This interface gives components behavior when being activated in the world when the user
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/// is in range and has unobstructed access to the target entity (allows inside blockers).
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/// </summary>
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public interface IActivate
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{
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/// <summary>
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/// Called when this component is activated by another entity who is in range.
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/// </summary>
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void Activate(ActivateEventArgs eventArgs);
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}
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public class ActivateEventArgs : EventArgs, ITargetedInteractEventArgs
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{
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public IEntity User { get; set; }
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public IEntity Target { get; set; }
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}
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/// <summary>
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/// Raised when an entity is activated in the world.
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/// </summary>
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[PublicAPI]
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public class ActivateInWorldMessage : EntitySystemMessage
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{
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/// <summary>
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/// If this message has already been "handled" by a previous system.
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/// </summary>
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public bool Handled { get; set; }
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/// <summary>
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/// Entity that activated the world entity.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Entity that was activated in the world.
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/// </summary>
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public IEntity Activated { get; }
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public ActivateInWorldMessage(IEntity user, IEntity activated)
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{
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User = user;
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Activated = activated;
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}
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}
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}
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