Files
OldThink/Content.Shared/Hands/IUnequippedHand.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* 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>
2021-12-30 22:56:10 +01:00

63 lines
1.8 KiB
C#

using System;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using JetBrains.Annotations;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
namespace Content.Shared.Hands
{
/// <summary>
/// This interface gives components behavior when their entity is removed from a hand slot,
/// even if it is going into another hand slot (which would also fire <see cref="IEquippedHand"/>).
/// This includes moving the entity from a hand slot into a non-hand slot (which would also fire <see cref="IEquipped"/>).
/// </summary>
[RequiresExplicitImplementation]
public interface IUnequippedHand
{
[Obsolete("Use UnequippedHandMessage instead")]
void UnequippedHand(UnequippedHandEventArgs eventArgs);
}
public class UnequippedHandEventArgs : EntityEventArgs
{
public UnequippedHandEventArgs(EntityUid user, HandState hand)
{
Hand = hand;
User = user;
}
public readonly HandState Hand;
public readonly EntityUid User;
}
/// <summary>
/// Raised when removing an entity from an inventory slot.
/// </summary>
[PublicAPI]
public class UnequippedHandEvent : HandledEntityEventArgs
{
/// <summary>
/// Entity that equipped the item.
/// </summary>
public EntityUid User { get; }
/// <summary>
/// Item that was unequipped.
/// </summary>
public EntityUid Unequipped { get; }
/// <summary>
/// Hand that the item is removed from.
/// </summary>
public HandState Hand { get; }
public UnequippedHandEvent(EntityUid user, EntityUid unequipped, HandState hand)
{
User = user;
Unequipped = unequipped;
Hand = hand;
}
}
}