* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
using System;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using JetBrains.Annotations;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Hands
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{
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/// <summary>
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/// This interface gives components behavior when their entity is removed from a hand slot,
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/// even if it is going into another hand slot (which would also fire <see cref="IEquippedHand"/>).
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/// This includes moving the entity from a hand slot into a non-hand slot (which would also fire <see cref="IEquipped"/>).
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IUnequippedHand
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{
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[Obsolete("Use UnequippedHandMessage instead")]
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void UnequippedHand(UnequippedHandEventArgs eventArgs);
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}
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public class UnequippedHandEventArgs : EntityEventArgs
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{
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public UnequippedHandEventArgs(EntityUid user, HandState hand)
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{
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Hand = hand;
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User = user;
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}
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public readonly HandState Hand;
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public readonly EntityUid User;
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}
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/// <summary>
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/// Raised when removing an entity from an inventory slot.
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/// </summary>
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[PublicAPI]
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public class UnequippedHandEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// Entity that equipped the item.
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/// </summary>
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public EntityUid User { get; }
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/// <summary>
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/// Item that was unequipped.
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/// </summary>
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public EntityUid Unequipped { get; }
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/// <summary>
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/// Hand that the item is removed from.
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/// </summary>
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public HandState Hand { get; }
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public UnequippedHandEvent(EntityUid user, EntityUid unequipped, HandState hand)
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{
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User = user;
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Unequipped = unequipped;
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Hand = hand;
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}
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}
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}
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