Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/Part/IBodyPartAdded.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00

40 lines
1.1 KiB
C#

#nullable enable
using System;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Body.Part
{
/// <summary>
/// This interface gives components behavior when a body part
/// is added to their owning entity.
/// </summary>
public interface IBodyPartAdded : IComponent
{
/// <summary>
/// Called when a <see cref="IBodyPart"/> is added to the
/// entity owning this component.
/// </summary>
/// <param name="args">Information about the part that was added.</param>
void BodyPartAdded(BodyPartAddedEventArgs args);
}
public class BodyPartAddedEventArgs : EventArgs
{
public BodyPartAddedEventArgs(IBodyPart part, string slot)
{
Part = part;
Slot = slot;
}
/// <summary>
/// The part that was added.
/// </summary>
public IBodyPart Part { get; }
/// <summary>
/// The slot that <see cref="Part"/> was added to.
/// </summary>
public string Slot { get; }
}
}