* ok basic shit * second part * pretend it isn't real it can't hurt you. * 👁️ 👁️ * shadowcommander review
67 lines
1.8 KiB
C#
67 lines
1.8 KiB
C#
using JetBrains.Annotations;
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namespace Content.Shared.Interaction;
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/// <summary>
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/// Raised when an entity is activated in the world.
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/// </summary>
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[PublicAPI]
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public sealed class ActivateInWorldEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
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{
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/// <summary>
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/// Entity that activated the target world entity.
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/// </summary>
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public EntityUid User { get; }
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/// <summary>
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/// Entity that was activated in the world.
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/// </summary>
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public EntityUid Target { get; }
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/// <summary>
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/// Whether or not <see cref="User"/> can perform complex interactions or only basic ones.
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/// </summary>
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public bool Complex;
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/// <summary>
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/// Set to true when the activation is logged by a specific logger.
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/// </summary>
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public bool WasLogged { get; set; }
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public ActivateInWorldEvent(EntityUid user, EntityUid target, bool complex)
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{
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User = user;
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Target = target;
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Complex = complex;
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}
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}
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/// <summary>
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/// Event raised on the user when it activates something in the world
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/// </summary>
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[PublicAPI]
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public sealed class UserActivateInWorldEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
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{
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/// <summary>
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/// Entity that activated the target world entity.
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/// </summary>
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public EntityUid User { get; }
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/// <summary>
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/// Entity that was activated in the world.
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/// </summary>
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public EntityUid Target { get; }
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/// <summary>
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/// Whether or not <see cref="User"/> can perform complex interactions or only basic ones.
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/// </summary>
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public bool Complex;
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public UserActivateInWorldEvent(EntityUid user, EntityUid target, bool complex)
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{
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User = user;
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Target = target;
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Complex = complex;
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}
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}
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