* 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>
46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
#nullable enable
|
|
using System;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Projectiles
|
|
{
|
|
public abstract class SharedProjectileComponent : Component, ICollideSpecial
|
|
{
|
|
private bool _ignoreShooter = true;
|
|
public override string Name => "Projectile";
|
|
public override uint? NetID => ContentNetIDs.PROJECTILE;
|
|
|
|
protected abstract EntityUid Shooter { get; }
|
|
|
|
public bool IgnoreShooter
|
|
{
|
|
get => _ignoreShooter;
|
|
set
|
|
{
|
|
_ignoreShooter = value;
|
|
Dirty();
|
|
}
|
|
}
|
|
|
|
[NetSerializable, Serializable]
|
|
protected class ProjectileComponentState : ComponentState
|
|
{
|
|
public ProjectileComponentState(uint netId, EntityUid shooter, bool ignoreShooter) : base(netId)
|
|
{
|
|
Shooter = shooter;
|
|
IgnoreShooter = ignoreShooter;
|
|
}
|
|
|
|
public EntityUid Shooter { get; }
|
|
public bool IgnoreShooter { get; }
|
|
}
|
|
|
|
public bool PreventCollide(IPhysBody collidedwith)
|
|
{
|
|
return IgnoreShooter && collidedwith.Entity.Uid == Shooter;
|
|
}
|
|
}
|
|
}
|