* Fixed ReflectSystem + Added logic for reflective items positioning * Total oppsie fix * Born to shitcode
26 lines
795 B
C#
26 lines
795 B
C#
namespace Content.Shared.Wieldable;
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/// <summary>
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/// Raised directed on an entity when it is wielded.
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/// </summary>
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// WD edit start
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// Reason for the edit: previously ItemWieldedEvent didn't contained "EntityUid user" parameter.
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// Now it's done like ItemUnwieldedEvent with "EntityUid user" parameter for correct logic work.
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// [ByRefEvent]
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// public readonly record struct ItemWieldedEvent;
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public sealed class ItemWieldedEvent : EntityEventArgs
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{
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public EntityUid? User;
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/// <summary>
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/// Whether the item is being forced to be wielded, or if the player chose to wield it themselves.
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/// </summary>
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public bool Force;
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public ItemWieldedEvent(EntityUid? user = null, bool force = false)
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{
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User = user;
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Force = force;
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}
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}
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// WD edit end
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