Proper DoAfterEventArgs refactor

This commit is contained in:
Víctor Aguilera Puerto
2020-08-09 02:04:15 +02:00
parent a57883e363
commit 0c419cc448

View File

@@ -33,25 +33,25 @@ namespace Content.Server.GameObjects.EntitySystems
/// Whether we need to keep our active hand as is (i.e. can't change hand or change item).
/// This also covers requiring the hand to be free (if applicable).
/// </summary>
public readonly bool NeedHand;
public bool NeedHand { get; set; }
/// <summary>
/// If do_after stops when the user moves
/// </summary>
public readonly bool BreakOnUserMove;
public bool BreakOnUserMove { get; set; }
/// <summary>
/// If do_after stops when the target moves (if there is a target)
/// </summary>
public readonly bool BreakOnTargetMove;
public bool BreakOnTargetMove { get; set; }
public readonly bool BreakOnDamage;
public readonly bool BreakOnStun;
public bool BreakOnDamage { get; set; }
public bool BreakOnStun { get; set; }
/// <summary>
/// Additional conditions that need to be met. Return false to cancel.
/// </summary>
public readonly Func<bool>? ExtraCheck;
public Func<bool>? ExtraCheck { get; set; }
public DoAfterEventArgs(
IEntity user,