* 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>
39 lines
957 B
C#
39 lines
957 B
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Alert
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{
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/// <summary>
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/// Defines what should happen when an alert is clicked.
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/// </summary>
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public interface IAlertClick : IExposeData
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{
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/// <summary>
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/// Invoked on server side when user clicks an alert.
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/// </summary>
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/// <param name="args"></param>
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void AlertClicked(ClickAlertEventArgs args);
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}
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public class ClickAlertEventArgs : EventArgs
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{
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/// <summary>
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/// Player clicking the alert
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/// </summary>
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public readonly IEntity Player;
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/// <summary>
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/// Alert that was clicked
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/// </summary>
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public readonly AlertPrototype Alert;
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public ClickAlertEventArgs(IEntity player, AlertPrototype alert)
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{
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Player = player;
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Alert = alert;
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}
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}
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}
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