* init * port better radials * change wizden radials to new radials * minor radial ui refactor * less redundant values * cleanup * minor cleanup + refactor * rename action + base ghost logic * ghost actions update * attack action + better action granting * add missing translation * add debug entity for testing * add radial actions sprites * micro fixes * translations for ghost panel * fix attack action logic * new pet action sprites * better attack target action params * add 2 new stock pets * add translation string for new pets * add additional checks for petting + cute effect for successful petting * add transfer pets to new body logic for cloning and gibbing * add summary for OnMasterGibbed * add stock pets to loadout menu * fix OnMasterGibbed logic and change it to OnMasterShutdown * add localisation support * add logic for shutdown pet component * pets that spawned as loadout automatically linked now * added new pets * cleanup * more pets * ы * фиксы --------- Co-authored-by: SplikZerys <tronezero700@yandex.ru> Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com> Co-authored-by: Vigers Ray <vigersray@gmail.com>
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
using JetBrains.Annotations;
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using Robust.Shared.Map;
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namespace Content.Shared.Interaction
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{
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public sealed class InteractHandEventArgs : EventArgs, ITargetedInteractEventArgs
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{
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public InteractHandEventArgs(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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public EntityUid User { get; }
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public EntityUid Target { get; }
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}
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/// <summary>
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/// Raised directed on a target entity when it is interacted with by a user with an empty hand.
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/// </summary>
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[PublicAPI]
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public sealed class InteractHandEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
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{
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/// <summary>
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/// Entity that triggered the interaction.
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/// </summary>
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public EntityUid User { get; }
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/// <summary>
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/// Entity that was interacted on.
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/// </summary>
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public EntityUid Target { get; }
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public InteractHandEvent(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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}
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/// <summary>
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/// Raised on the user before interacting on an entity with bare hand.
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/// Interaction is cancelled if this event is handled, so set it to true if you do custom interaction logic.
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/// </summary>
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public sealed class BeforeInteractHandEvent : HandledEntityEventArgs
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{
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public EntityUid Target { get; }
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public EntityUid User { get; } // Sunrise added
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// Sunrise edit - EntityUid user
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public BeforeInteractHandEvent(EntityUid target, EntityUid user)
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{
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Target = target;
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User = user; // Sunrise added
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}
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}
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}
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