Files
tbd-station-14/Content.Server/GameObjects/Components/GUI/IInventoryController.cs
DrSmugleaf 4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00

28 lines
1.2 KiB
C#

using Robust.Shared.Interfaces.GameObjects;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameObjects.Components.GUI
{
/// <summary>
/// Allows for overriding inventory-related behavior on an entity.
/// </summary>
public interface IInventoryController
{
/// <summary>
/// Can be implemented to override "can this item be equipped" behavior.
/// </summary>
/// <param name="slot">The slot to be equipped into.</param>
/// <param name="entity">The entity to equip.</param>
/// <param name="flagsCheck">Whether the entity passes default slot masks & flags checks.</param>
/// <param name="reason">The translated reason why the item cannot be equiped, if this function returns false. Can be null.</param>
/// <returns>True if the entity can be equipped, false otherwise</returns>
bool CanEquip(Slots slot, IEntity entity, bool flagsCheck, out string reason)
{
reason = null;
return flagsCheck;
}
bool CanEquip(Slots slot, IEntity entity, bool flagsCheck) => CanEquip(slot, entity, flagsCheck, out var _);
}
}