* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs. Setup InteractionSystem to use new directed events. * Update Submodule.
25 lines
736 B
C#
25 lines
736 B
C#
using Content.Server.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems.AI
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{
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/// <summary>
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/// Indicates whether an AI should be updated by the AiSystem or not.
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/// Useful to sleep AI when they die or otherwise should be inactive.
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/// </summary>
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internal sealed class SleepAiMessage : EntityEventArgs
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{
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/// <summary>
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/// Sleep or awake.
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/// </summary>
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public bool Sleep { get; }
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public AiControllerComponent Component { get; }
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public SleepAiMessage(AiControllerComponent component, bool sleep)
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{
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Component = component;
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Sleep = sleep;
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}
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}
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}
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