* 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>
52 lines
1.8 KiB
C#
52 lines
1.8 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public abstract class SharedStandingStateSystem : EntitySystem
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{
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protected abstract bool OnDown(IEntity entity, bool playSound = true, bool dropItems = true,
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bool force = false);
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protected abstract bool OnStand(IEntity entity);
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/// <summary>
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/// Set's the mob standing state to down.
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/// </summary>
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/// <param name="entity">The mob in question</param>
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/// <param name="playSound">Whether to play a sound when falling down or not</param>
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/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
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/// <param name="force">Whether or not to check if the entity can fall.</param>
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/// <returns>False if the mob was already downed or couldn't set the state</returns>
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public bool Down(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
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{
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if (dropItems)
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{
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DropAllItemsInHands(entity, false);
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}
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if (!force && !EffectBlockerSystem.CanFall(entity))
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{
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return false;
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}
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return OnDown(entity, playSound, dropItems, force);
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}
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/// <summary>
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/// Sets the mob's standing state to standing.
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/// </summary>
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/// <param name="entity">The mob in question.</param>
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/// <returns>False if the mob was already standing or couldn't set the state</returns>
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public bool Standing(IEntity entity)
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{
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return OnStand(entity);
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}
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public virtual void DropAllItemsInHands(IEntity entity, bool doMobChecks = true)
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{
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}
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}
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}
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