Enable nullability in Content.Server (#3685)
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@@ -29,12 +29,12 @@ namespace Content.Server.Interfaces.GameObjects
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/// <summary>
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/// The entity being disarmed.
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/// </summary>
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public IEntity Target { get; init; }
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public IEntity? Target { get; init; }
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/// <summary>
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/// The entity performing the disarm.
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/// </summary>
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public IEntity Source { get; init; }
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public IEntity? Source { get; init; }
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/// <summary>
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/// Probability for push/knockdown.
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@@ -3,8 +3,8 @@ using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameTicking;
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using Content.Server.Mobs;
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using Content.Shared.Roles;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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@@ -41,7 +41,7 @@ namespace Content.Server.Interfaces.GameTicking
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void Respawn(IPlayerSession targetPlayer);
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void MakeObserve(IPlayerSession player);
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void MakeJoinGame(IPlayerSession player, string jobId);
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void MakeJoinGame(IPlayerSession player, string? jobId = null);
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void ToggleReady(IPlayerSession player, bool ready);
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void ToggleDisallowLateJoin(bool disallowLateJoin);
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@@ -52,15 +52,16 @@ namespace Content.Server.Interfaces.GameTicking
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EntityCoordinates GetJobSpawnPoint(string jobId);
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EntityCoordinates GetObserverSpawnPoint();
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void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear, HumanoidCharacterProfile profile);
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void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear, HumanoidCharacterProfile? profile);
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// GameRule system.
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T AddGameRule<T>() where T : GameRule, new();
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bool HasGameRule(Type type);
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bool HasGameRule(string? type);
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bool HasGameRule(Type? type);
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void RemoveGameRule(GameRule rule);
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IEnumerable<GameRule> ActiveGameRules { get; }
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bool TryGetPreset(string name, [NotNullWhen(true)] out Type type);
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bool TryGetPreset(string name, [NotNullWhen(true)] out Type? type);
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void SetStartPreset(Type type, bool force = false);
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void SetStartPreset(string name, bool force = false);
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