* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs. Setup InteractionSystem to use new directed events. * Update Submodule.
49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.EntitySystemMessages
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{
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public static class MeleeWeaponSystemMessages
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{
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[Serializable, NetSerializable]
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public sealed class PlayMeleeWeaponAnimationMessage : EntityEventArgs
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{
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public PlayMeleeWeaponAnimationMessage(string arcPrototype, Angle angle, EntityUid attacker, EntityUid source, List<EntityUid> hits, bool textureEffect = false, bool arcFollowAttacker = true)
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{
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ArcPrototype = arcPrototype;
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Angle = angle;
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Attacker = attacker;
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Source = source;
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Hits = hits;
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TextureEffect = textureEffect;
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ArcFollowAttacker = arcFollowAttacker;
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}
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public string ArcPrototype { get; }
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public Angle Angle { get; }
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public EntityUid Attacker { get; }
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public EntityUid Source { get; }
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public List<EntityUid> Hits { get; }
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public bool TextureEffect { get; }
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public bool ArcFollowAttacker { get; }
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}
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[Serializable, NetSerializable]
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public sealed class PlayLungeAnimationMessage : EntityEventArgs
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{
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public Angle Angle { get; }
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public EntityUid Source { get; }
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public PlayLungeAnimationMessage(Angle angle, EntityUid source)
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{
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Angle = angle;
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Source = source;
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}
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}
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}
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}
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