Re-organize all projects (#4166)
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44
Content.Server/Act/IDisarmedAct.cs
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44
Content.Server/Act/IDisarmedAct.cs
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using System;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Act
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{
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/// <summary>
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/// Implements behavior when an entity is disarmed.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDisarmedAct
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{
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/// <summary>
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/// Behavior when the entity is disarmed.
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/// Return true to prevent the default disarm behavior,
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/// or rest of IDisarmedAct behaviors that come after this one from happening.
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/// </summary>
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bool Disarmed(DisarmedActEventArgs eventArgs);
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/// <summary>
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/// Priority for this disarm act.
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/// Used to determine act execution order.
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/// </summary>
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int Priority => 0;
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}
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public class DisarmedActEventArgs : EventArgs
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{
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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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/// <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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/// <summary>
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/// Probability for push/knockdown.
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/// </summary>
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public float PushProbability { get; init; }
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}
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}
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29
Content.Server/Act/ISuicideAct.cs
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29
Content.Server/Act/ISuicideAct.cs
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using Content.Server.Chat.Managers;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Act
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{
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[RequiresExplicitImplementation]
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public interface ISuicideAct
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{
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public SuicideKind Suicide(IEntity victim, IChatManager chat);
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}
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public enum SuicideKind
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{
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Special, //Doesn't damage the mob, used for "weird" suicides like gibbing
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//Damage type suicides
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Blunt,
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Slash,
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Piercing,
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Heat,
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Shock,
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Cold,
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Poison,
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Radiation,
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Asphyxiation,
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Bloodloss
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}
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}
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