adds attr
This commit is contained in:
@@ -1,4 +1,5 @@
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using System;
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using System;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.Interfaces.GameObjects
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namespace Content.Server.Interfaces.GameObjects
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@@ -6,6 +7,7 @@ namespace Content.Server.Interfaces.GameObjects
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/// <summary>
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/// <summary>
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/// Implements behavior when an entity is disarmed.
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/// Implements behavior when an entity is disarmed.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDisarmedAct
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public interface IDisarmedAct
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{
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{
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/// <summary>
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/// <summary>
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@@ -1,9 +1,11 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Construction;
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using Content.Server.GameObjects.Components.Construction;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.Interfaces.GameObjects
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namespace Content.Server.Interfaces.GameObjects
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{
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{
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[RequiresExplicitImplementation]
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public interface IRefreshParts
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public interface IRefreshParts
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{
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{
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void RefreshParts(IEnumerable<MachinePartComponent> parts);
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void RefreshParts(IEnumerable<MachinePartComponent> parts);
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@@ -1,8 +1,10 @@
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.Chat;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.Interfaces.GameObjects
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namespace Content.Server.Interfaces.GameObjects
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{
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{
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[RequiresExplicitImplementation]
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public interface ISuicideAct
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public interface ISuicideAct
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{
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{
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public SuicideKind Suicide(IEntity victim, IChatManager chat);
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public SuicideKind Suicide(IEntity victim, IChatManager chat);
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@@ -1,5 +1,6 @@
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using System;
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using System;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -12,6 +13,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// object in inventory. Unlike IUse, this can be performed on entities that aren't in the active hand,
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/// object in inventory. Unlike IUse, this can be performed on entities that aren't in the active hand,
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/// even when the active hand is currently holding something else.
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/// even when the active hand is currently holding something else.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IActivate
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public interface IActivate
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{
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{
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/// <summary>
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/// <summary>
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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@@ -14,6 +15,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// clicking on another object and no interaction occurs, at any range. This includes
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/// clicking on another object and no interaction occurs, at any range. This includes
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/// clicking on an object in the world as well as clicking on an object in inventory.
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/// clicking on an object in the world as well as clicking on an object in inventory.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IAfterInteract
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public interface IAfterInteract
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{
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{
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/// <summary>
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/// <summary>
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@@ -1,5 +1,6 @@
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#nullable enable
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#nullable enable
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using System;
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using System;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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@@ -10,6 +11,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// <summary>
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/// This interface gives components behavior when being used to "attack".
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/// This interface gives components behavior when being used to "attack".
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IAttack
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public interface IAttack
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{
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{
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// Redirects to ClickAttack by default.
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// Redirects to ClickAttack by default.
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@@ -1,9 +1,12 @@
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using Robust.Shared;
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namespace Content.Shared.Interfaces.GameObjects.Components
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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{
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/// <summary>
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/// <summary>
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/// This interface allows the component's entity to be dragged and dropped
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/// This interface allows the component's entity to be dragged and dropped
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/// onto by another entity and gives it behavior when that occurs.
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/// onto by another entity and gives it behavior when that occurs.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDragDropOn
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public interface IDragDropOn
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{
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{
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/// <summary>
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/// <summary>
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@@ -1,4 +1,5 @@
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using System;
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using System;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This interface allows a local client to initiate dragging of the component's
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/// This interface allows a local client to initiate dragging of the component's
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/// entity by mouse, for drag and drop interactions.
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/// entity by mouse, for drag and drop interactions.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDraggable
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public interface IDraggable
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{
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{
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/// <summary>
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/// <summary>
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@@ -1,5 +1,6 @@
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using System;
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using System;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// <summary>
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/// This interface gives components behavior when they're dropped by a mob.
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/// This interface gives components behavior when they're dropped by a mob.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDropped
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public interface IDropped
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{
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{
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void Dropped(DroppedEventArgs eventArgs);
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void Dropped(DroppedEventArgs eventArgs);
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Inventory;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -14,6 +15,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This DOES NOT fire when putting the entity into a hand slot (<see cref="IEquippedHand"/>), nor
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/// This DOES NOT fire when putting the entity into a hand slot (<see cref="IEquippedHand"/>), nor
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/// does it fire when putting the entity into held/equipped storage.
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/// does it fire when putting the entity into held/equipped storage.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IEquipped
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public interface IEquipped
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{
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{
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void Equipped(EquippedEventArgs eventArgs);
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void Equipped(EquippedEventArgs eventArgs);
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@@ -2,6 +2,7 @@
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Items;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -13,6 +14,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This includes moving the entity from a non-hand slot into a hand slot
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/// This includes moving the entity from a non-hand slot into a hand slot
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/// (which would also fire <see cref="IUnequipped"/>).
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/// (which would also fire <see cref="IUnequipped"/>).
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IEquippedHand
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public interface IEquippedHand
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{
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{
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void EquippedHand(EquippedHandEventArgs eventArgs);
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void EquippedHand(EquippedHandEventArgs eventArgs);
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@@ -1,5 +1,6 @@
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using System;
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using System;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// <summary>
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/// This interface gives components behavior when they're held on a deselected hand.
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/// This interface gives components behavior when they're held on a deselected hand.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IHandDeselected
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public interface IHandDeselected
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{
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{
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void HandDeselected(HandDeselectedEventArgs eventArgs);
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void HandDeselected(HandDeselectedEventArgs eventArgs);
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@@ -1,5 +1,6 @@
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using System;
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using System;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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|
using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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|
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// <summary>
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/// This interface gives components behavior when they're held on the selected hand.
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/// This interface gives components behavior when they're held on the selected hand.
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/// </summary>
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IHandSelected
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public interface IHandSelected
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{
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{
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void HandSelected(HandSelectedEventArgs eventArgs);
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void HandSelected(HandSelectedEventArgs eventArgs);
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@@ -1,4 +1,5 @@
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using JetBrains.Annotations;
|
using JetBrains.Annotations;
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|
using Robust.Shared;
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using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
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|
|
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namespace Content.Shared.Interfaces.GameObjects.Components
|
namespace Content.Shared.Interfaces.GameObjects.Components
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@@ -10,6 +11,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// However say you hold an item that is always hot like lava rock,
|
/// However say you hold an item that is always hot like lava rock,
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/// it will be permanently hot.
|
/// it will be permanently hot.
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/// </summary>
|
/// </summary>
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|
[RequiresExplicitImplementation]
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public interface IHotItem
|
public interface IHotItem
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{
|
{
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bool IsCurrentlyHot();
|
bool IsCurrentlyHot();
|
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|
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@@ -1,5 +1,6 @@
|
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using System;
|
using System;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
|
using Robust.Shared;
|
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using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
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using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
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|
|
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@@ -9,6 +10,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This interface gives components behavior when being clicked on by a user with an empty hand
|
/// This interface gives components behavior when being clicked on by a user with an empty hand
|
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/// who is in range and has unobstructed reach of the target entity (allows inside blockers).
|
/// who is in range and has unobstructed reach of the target entity (allows inside blockers).
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/// </summary>
|
/// </summary>
|
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|
[RequiresExplicitImplementation]
|
||||||
public interface IInteractHand
|
public interface IInteractHand
|
||||||
{
|
{
|
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/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
using Robust.Shared.Map;
|
using Robust.Shared.Map;
|
||||||
@@ -12,6 +13,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
|||||||
/// who is in range and has unobstructed reach of the target entity (allows inside blockers). This includes
|
/// who is in range and has unobstructed reach of the target entity (allows inside blockers). This includes
|
||||||
/// clicking on an object in the world as well as clicking on an object in inventory.
|
/// clicking on an object in the world as well as clicking on an object in inventory.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IInteractUsing
|
public interface IInteractUsing
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
using Robust.Shared.Map;
|
using Robust.Shared.Map;
|
||||||
@@ -9,6 +10,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// This interface gives components behavior when landing after being thrown.
|
/// This interface gives components behavior when landing after being thrown.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface ILand
|
public interface ILand
|
||||||
{
|
{
|
||||||
void Land(LandEventArgs eventArgs);
|
void Land(LandEventArgs eventArgs);
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
using Content.Shared.GameObjects.Components;
|
using Content.Shared.GameObjects.Components;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
|
||||||
namespace Content.Shared.Interfaces.GameObjects.Components
|
namespace Content.Shared.Interfaces.GameObjects.Components
|
||||||
{
|
{
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IRadiationAct : IComponent
|
public interface IRadiationAct : IComponent
|
||||||
{
|
{
|
||||||
void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation);
|
void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation);
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
using Robust.Shared.Map;
|
using Robust.Shared.Map;
|
||||||
@@ -10,6 +11,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
|||||||
/// This interface gives components behavior when being clicked on by a user with an object
|
/// This interface gives components behavior when being clicked on by a user with an object
|
||||||
/// outside the range of direct use
|
/// outside the range of direct use
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IRangedInteract
|
public interface IRangedInteract
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Content.Shared.Chemistry;
|
using Content.Shared.Chemistry;
|
||||||
|
using Robust.Shared;
|
||||||
|
|
||||||
namespace Content.Shared.Interfaces.GameObjects.Components
|
namespace Content.Shared.Interfaces.GameObjects.Components
|
||||||
{
|
{
|
||||||
@@ -9,6 +10,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
|||||||
Ingestion,
|
Ingestion,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IReagentReaction
|
public interface IReagentReaction
|
||||||
{
|
{
|
||||||
ReagentUnit ReagentReactTouch(ReagentPrototype reagent, ReagentUnit volume) => ReagentUnit.Zero;
|
ReagentUnit ReagentReactTouch(ReagentPrototype reagent, ReagentUnit volume) => ReagentUnit.Zero;
|
||||||
|
|||||||
@@ -1,10 +1,12 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
using Robust.Shared.Map;
|
using Robust.Shared.Map;
|
||||||
|
|
||||||
namespace Content.Shared.Interfaces.GameObjects.Components
|
namespace Content.Shared.Interfaces.GameObjects.Components
|
||||||
{
|
{
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IThrowCollide
|
public interface IThrowCollide
|
||||||
{
|
{
|
||||||
void HitBy(ThrowCollideEventArgs eventArgs) {}
|
void HitBy(ThrowCollideEventArgs eventArgs) {}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
|
||||||
@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// This interface gives components behavior when thrown.
|
/// This interface gives components behavior when thrown.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IThrown
|
public interface IThrown
|
||||||
{
|
{
|
||||||
void Thrown(ThrownEventArgs eventArgs);
|
void Thrown(ThrownEventArgs eventArgs);
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
|
||||||
@@ -14,6 +15,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
|||||||
/// This DOES NOT fire when removing the entity from a hand slot (<see cref="IUnequippedHand"/>), nor
|
/// This DOES NOT fire when removing the entity from a hand slot (<see cref="IUnequippedHand"/>), nor
|
||||||
/// does it fire when removing the entity from held/equipped storage.
|
/// does it fire when removing the entity from held/equipped storage.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IUnequipped
|
public interface IUnequipped
|
||||||
{
|
{
|
||||||
void Unequipped(UnequippedEventArgs eventArgs);
|
void Unequipped(UnequippedEventArgs eventArgs);
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
using Content.Shared.GameObjects.Components.Inventory;
|
using Content.Shared.GameObjects.Components.Inventory;
|
||||||
using Content.Shared.GameObjects.Components.Items;
|
using Content.Shared.GameObjects.Components.Items;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
|
||||||
@@ -12,6 +13,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
|||||||
/// even if it is going into another hand slot (which would also fire <see cref="IEquippedHand"/>).
|
/// even if it is going into another hand slot (which would also fire <see cref="IEquippedHand"/>).
|
||||||
/// This includes moving the entity from a hand slot into a non-hand slot (which would also fire <see cref="IEquipped"/>).
|
/// This includes moving the entity from a hand slot into a non-hand slot (which would also fire <see cref="IEquipped"/>).
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IUnequippedHand
|
public interface IUnequippedHand
|
||||||
{
|
{
|
||||||
void UnequippedHand(UnequippedHandEventArgs eventArgs);
|
void UnequippedHand(UnequippedHandEventArgs eventArgs);
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
|
using Robust.Shared;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.Interfaces.GameObjects;
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
|
||||||
@@ -9,6 +10,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
|
|||||||
/// This interface gives components behavior when using the entity in your active hand
|
/// This interface gives components behavior when using the entity in your active hand
|
||||||
/// (done by clicking the entity in the active hand or pressing the keybind that defaults to Z).
|
/// (done by clicking the entity in the active hand or pressing the keybind that defaults to Z).
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[RequiresExplicitImplementation]
|
||||||
public interface IUse
|
public interface IUse
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
Reference in New Issue
Block a user