* 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>
40 lines
1.1 KiB
C#
40 lines
1.1 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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/// <summary>
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/// This interface gives components behavior when a body part
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/// is added to their owning entity.
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/// </summary>
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public interface IBodyPartAdded : IComponent
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{
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/// <summary>
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/// Called when a <see cref="IBodyPart"/> is added to the
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/// entity owning this component.
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/// </summary>
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/// <param name="args">Information about the part that was added.</param>
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void BodyPartAdded(BodyPartAddedEventArgs args);
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}
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public class BodyPartAddedEventArgs : EventArgs
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{
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public BodyPartAddedEventArgs(IBodyPart part, string slot)
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{
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Part = part;
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Slot = slot;
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}
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/// <summary>
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/// The part that was added.
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/// </summary>
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public IBodyPart Part { get; }
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/// <summary>
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/// The slot that <see cref="Part"/> was added to.
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/// </summary>
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public string Slot { get; }
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}
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}
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