49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using Robust.Shared.GameObjects;
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namespace Content.Shared.Inventory.Events;
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public abstract class EquippedEventBase : EntityEventArgs
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{
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/// <summary>
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/// The entity equipping.
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/// </summary>
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public readonly EntityUid Equipee;
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/// <summary>
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/// The entity which got equipped.
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/// </summary>
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public readonly EntityUid Equipment;
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/// <summary>
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/// The slot the entity got equipped to.
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/// </summary>
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public readonly string Slot;
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/// <summary>
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/// Slotflags of the slot the entity just got equipped to.
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/// </summary>
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public readonly SlotFlags SlotFlags;
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public EquippedEventBase(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition)
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{
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Equipee = equipee;
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Equipment = equipment;
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Slot = slotDefinition.Name;
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SlotFlags = slotDefinition.SlotFlags;
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}
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}
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public sealed class DidEquipEvent : EquippedEventBase
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{
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public DidEquipEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
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{
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}
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}
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public sealed class GotEquippedEvent : EquippedEventBase
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{
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public GotEquippedEvent(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition) : base(equipee, equipment, slotDefinition)
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{
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}
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}
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