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* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes (cherry picked from commit 56451fa5e7fd9910cf38d27e5cc0800bd71b9a2f)
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
namespace Content.Shared.Interaction.Events
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{
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/// <summary>
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/// Event raised directed at a user to see if they can perform a generic interaction.
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/// </summary>
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[ByRefEvent]
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public struct InteractionAttemptEvent(EntityUid uid, EntityUid? target)
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{
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public bool Cancelled;
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public readonly EntityUid Uid = uid;
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public readonly EntityUid? Target = target;
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}
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/// <summary>
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/// Raised to determine whether an entity is conscious to perform an action.
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/// </summary>
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[ByRefEvent]
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public struct ConsciousAttemptEvent(EntityUid uid)
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{
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public bool Cancelled;
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public readonly EntityUid Uid = uid;
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}
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/// <summary>
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/// Event raised directed at the target entity of an interaction to see if the user is allowed to perform some
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/// generic interaction.
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/// </summary>
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[ByRefEvent]
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public struct GettingInteractedWithAttemptEvent(EntityUid uid, EntityUid? target)
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{
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public bool Cancelled;
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public readonly EntityUid Uid = uid;
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public readonly EntityUid? Target = target;
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}
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}
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