Click Drag Functionality + Refactor Interaction Interfaces (#1125)

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
chairbender
2020-07-06 14:27:03 -07:00
committed by GitHub
parent c019d428a7
commit b35333d366
184 changed files with 1792 additions and 895 deletions

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@@ -1,5 +1,5 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects.Components.Interaction;
using Content.Server.Interfaces;
using Content.Shared.GameObjects;
using Robust.Shared.GameObjects;

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@@ -4,6 +4,7 @@ using Content.Shared.GameObjects.Components.Interactable;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using System.Collections.Generic;
using Content.Server.Interfaces.GameObjects.Components.Interaction;
namespace Content.Server.GameObjects.Components.Damage
{
@@ -43,7 +44,7 @@ namespace Content.Server.GameObjects.Components.Damage
{
if (welder.WelderLit) return CallDamage(eventArgs, tool);
}
break; //If the tool quality is welding and its not lit or its not actually a welder that can be lit then its pointless to continue.
break; //If the tool quality is welding and its not lit or its not actually a welder that can be lit then its pointless to continue.
}
if (tool.HasQuality(toolQuality)) return CallDamage(eventArgs, tool);

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@@ -1,5 +1,5 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects.Components.Interaction;
using Content.Server.Interfaces;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects.EntitySystems;