* move to shared * entity effect to shared * refactor: whitespaces+xml-doc typo fixups * refactor: a little bit more of xml-doc typos fixups --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
using Content.Shared.Chat.Prototypes;
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using Content.Shared.Inventory;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Chat;
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/// <summary>
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/// An event raised just before an emote is performed, providing systems with an opportunity to cancel the emote's performance.
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/// </summary>
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[ByRefEvent]
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public sealed class BeforeEmoteEvent(EntityUid source, EmotePrototype emote)
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: CancellableEntityEventArgs, IInventoryRelayEvent
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{
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public readonly EntityUid Source = source;
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public readonly EmotePrototype Emote = emote;
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/// <summary>
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/// The equipment that is blocking emoting. Should only be non-null if the event was canceled.
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/// </summary>
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public EntityUid? Blocker = null;
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public SlotFlags TargetSlots => SlotFlags.WITHOUT_POCKET;
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}
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/// <summary>
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/// Raised by the chat system when an entity made some emote.
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/// Use it to play sound, change sprite or something else.
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/// </summary>
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[ByRefEvent]
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public record struct EmoteEvent(EmotePrototype Emote)
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{
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/// <summary>
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/// The used emote.
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/// </summary>
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public EmotePrototype Emote = Emote;
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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;
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}
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/// <summary>
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/// Sent by the client when requesting the server to play a specific emote selected from the emote radial menu.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class PlayEmoteMessage(ProtoId<EmotePrototype> protoId) : EntityEventArgs
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{
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public readonly ProtoId<EmotePrototype> ProtoId = protoId;
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}
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