* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
namespace Content.Shared.Interaction.Events
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{
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/// <summary>
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/// Raised Directed at a user to check whether they are allowed to attack a target.
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/// </summary>
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/// <remarks>
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/// Combat will also check the general interaction blockers, so this event should only be used for combat-specific
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/// action blocking.
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/// </remarks>
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public sealed class AttackAttemptEvent : CancellableEntityEventArgs
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{
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public EntityUid Uid { get; }
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public EntityUid? Target { get; }
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public AttackAttemptEvent(EntityUid uid, EntityUid? target = null)
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{
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Uid = uid;
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Target = target;
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}
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}
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/// <summary>
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/// Raised directed at an entity to check if they can attack while inside of a container.
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/// </summary>
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public sealed class CanAttackFromContainerEvent : EntityEventArgs
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{
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public EntityUid Uid;
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public EntityUid? Target;
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public bool CanAttack = false;
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public CanAttackFromContainerEvent(EntityUid uid, EntityUid? target = null)
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{
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Uid = uid;
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Target = target;
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}
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}
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}
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