* 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>
41 lines
894 B
C#
41 lines
894 B
C#
#nullable enable
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
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{
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/// <summary>
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/// This interface gives components the ability to block certain actions from
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/// being done by the owning entity. For effects see <see cref="IEffectBlocker"/>
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/// </summary>
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public interface IActionBlocker
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{
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bool CanMove() => true;
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bool CanInteract() => true;
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bool CanUse() => true;
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bool CanThrow() => true;
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bool CanSpeak() => true;
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bool CanDrop() => true;
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bool CanPickup() => true;
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bool CanEmote() => true;
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bool CanAttack() => true;
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bool CanEquip() => true;
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bool CanUnequip() => true;
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bool CanChangeDirection() => true;
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bool CanShiver() => true;
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bool CanSweat() => true;
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}
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}
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