* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.EntitySystemMessages
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{
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public static class MeleeWeaponSystemMessages
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{
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[Serializable, NetSerializable]
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public sealed class PlayMeleeWeaponAnimationMessage : EntitySystemMessage
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{
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public PlayMeleeWeaponAnimationMessage(string arcPrototype, Angle angle, EntityUid attacker, EntityUid source, List<EntityUid> hits, bool textureEffect = false, bool arcFollowAttacker = true)
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{
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ArcPrototype = arcPrototype;
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Angle = angle;
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Attacker = attacker;
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Source = source;
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Hits = hits;
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TextureEffect = textureEffect;
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ArcFollowAttacker = arcFollowAttacker;
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}
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public string ArcPrototype { get; }
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public Angle Angle { get; }
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public EntityUid Attacker { get; }
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public EntityUid Source { get; }
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public List<EntityUid> Hits { get; }
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public bool TextureEffect { get; }
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public bool ArcFollowAttacker { get; }
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}
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[Serializable, NetSerializable]
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public sealed class PlayLungeAnimationMessage : EntitySystemMessage
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{
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public Angle Angle { get; }
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public EntityUid Source { get; }
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public PlayLungeAnimationMessage(Angle angle, EntityUid source)
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{
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Angle = angle;
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Source = source;
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}
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}
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}
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}
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