* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
63 lines
1.7 KiB
C#
63 lines
1.7 KiB
C#
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.Shared.Inventory.Events;
|
|
|
|
public abstract class EquipAttemptBase : CancellableEntityEventArgs
|
|
{
|
|
/// <summary>
|
|
/// The entity equipping.
|
|
/// </summary>
|
|
public readonly EntityUid Equipee;
|
|
|
|
/// <summary>
|
|
/// The entity being equipped to.
|
|
/// </summary>
|
|
public readonly EntityUid EquipTarget;
|
|
|
|
/// <summary>
|
|
/// The entity to be equipped.
|
|
/// </summary>
|
|
public readonly EntityUid Equipment;
|
|
|
|
/// <summary>
|
|
/// The slotFlags of the slot to equip the entity into.
|
|
/// </summary>
|
|
public readonly SlotFlags SlotFlags;
|
|
|
|
/// <summary>
|
|
/// The slot the entity is being equipped to.
|
|
/// </summary>
|
|
public readonly string Slot;
|
|
|
|
/// <summary>
|
|
/// If cancelling and wanting to provide a custom reason, use this field. Not that this expects a loc-id.
|
|
/// </summary>
|
|
public string? Reason;
|
|
|
|
public EquipAttemptBase(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
|
|
SlotDefinition slotDefinition)
|
|
{
|
|
EquipTarget = equipTarget;
|
|
Equipment = equipment;
|
|
Equipee = equipee;
|
|
SlotFlags = slotDefinition.SlotFlags;
|
|
Slot = slotDefinition.Name;
|
|
}
|
|
}
|
|
|
|
public class BeingEquippedAttemptEvent : EquipAttemptBase
|
|
{
|
|
public BeingEquippedAttemptEvent(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
|
|
SlotDefinition slotDefinition) : base(equipee, equipTarget, equipment, slotDefinition)
|
|
{
|
|
}
|
|
}
|
|
|
|
public class IsEquippingAttemptEvent : EquipAttemptBase
|
|
{
|
|
public IsEquippingAttemptEvent(EntityUid equipee, EntityUid equipTarget, EntityUid equipment,
|
|
SlotDefinition slotDefinition) : base(equipee, equipTarget, equipment, slotDefinition)
|
|
{
|
|
}
|
|
}
|