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- using Content.Shared.Movement.Components;
- using Content.Shared.Movement.Systems;
- namespace Content.Shared.Movement.Events;
- /// <summary>
- /// Raised on an entity whenever it has a movement input change.
- /// </summary>
- [ByRefEvent]
- public readonly struct MoveInputEvent
- {
- public readonly Entity<InputMoverComponent> Entity;
- public readonly MoveButtons OldMovement;
- public readonly Direction Dir; // Shitmed Change
- public readonly bool State; // Shitmed Change
- public bool HasDirectionalMovement => (Entity.Comp.HeldMoveButtons & MoveButtons.AnyDirection) != MoveButtons.None;
- public MoveInputEvent(Entity<InputMoverComponent> entity, MoveButtons oldMovement, Direction dir, bool state) // Shitmed Change
- {
- Entity = entity;
- OldMovement = oldMovement;
- // Shitmed Change
- Dir = dir;
- State = state;
- }
- }
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