* 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>
65 lines
1.9 KiB
C#
65 lines
1.9 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Items;
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using JetBrains.Annotations;
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using Robust.Shared.Analyzers;
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using Robust.Shared.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 their entity is put in a hand inventory slot,
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/// even if it came from another hand slot (which would also fire <see cref="IUnequippedHand"/>).
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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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/// </summary>
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[RequiresExplicitImplementation]
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public interface IEquippedHand
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{
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void EquippedHand(EquippedHandEventArgs eventArgs);
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}
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public class EquippedHandEventArgs : UserEventArgs
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{
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public EquippedHandEventArgs(IEntity user, SharedHand hand) : base(user)
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{
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Hand = hand;
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}
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public SharedHand Hand { get; }
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}
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/// <summary>
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/// Raised when putting the entity into a hand slot
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/// </summary>
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[PublicAPI]
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public class EquippedHandMessage : 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 equipped the item.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Item that was equipped.
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/// </summary>
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public IEntity Equipped { get; }
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/// <summary>
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/// Hand the item is going into.
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/// </summary>
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public SharedHand Hand { get; }
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public EquippedHandMessage(IEntity user, IEntity equipped, SharedHand hand)
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{
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User = user;
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Equipped = equipped;
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Hand = hand;
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}
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}
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}
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