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