Files
Delta-v/Content.Client/Examine/ExamineSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

473 lines
16 KiB
C#

using System.Linq;
using System.Numerics;
using System.Threading;
using Content.Client.Verbs;
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Utility;
using static Content.Shared.Interaction.SharedInteractionSystem;
using static Robust.Client.UserInterface.Controls.BoxContainer;
using Direction = Robust.Shared.Maths.Direction;
namespace Content.Client.Examine
{
[UsedImplicitly]
public sealed class ExamineSystem : ExamineSystemShared
{
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly VerbSystem _verbSystem = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
private List<Verb> _verbList = new();
public const string StyleClassEntityTooltip = "entity-tooltip";
private EntityUid _examinedEntity;
private Popup? _examineTooltipOpen;
private ScreenCoordinates _popupPos;
private CancellationTokenSource? _requestCancelTokenSource;
private int _idCounter;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<GetVerbsEvent<ExamineVerb>>(AddExamineVerb);
SubscribeNetworkEvent<ExamineSystemMessages.ExamineInfoResponseMessage>(OnExamineInfoResponse);
SubscribeLocalEvent<ItemComponent, DroppedEvent>(OnExaminedItemDropped);
CommandBinds.Builder
.Bind(ContentKeyFunctions.ExamineEntity, new PointerInputCmdHandler(HandleExamine, outsidePrediction: true))
.Register<ExamineSystem>();
_idCounter = 0;
}
private void OnExaminedItemDropped(EntityUid item, ItemComponent comp, DroppedEvent args)
{
if (!args.User.Valid)
return;
if (_examineTooltipOpen == null)
return;
if (item == _examinedEntity && args.User == _playerManager.LocalEntity)
CloseTooltip();
}
public override void Update(float frameTime)
{
if (_examineTooltipOpen is not {Visible: true}) return;
if (!_examinedEntity.Valid || _playerManager.LocalEntity is not { } player) return;
if (!CanExamine(player, _examinedEntity))
CloseTooltip();
}
public override void Shutdown()
{
CommandBinds.Unregister<ExamineSystem>();
base.Shutdown();
}
public override bool CanExamine(EntityUid examiner, MapCoordinates target, Ignored? predicate = null, EntityUid? examined = null, ExaminerComponent? examinerComp = null)
{
if (!Resolve(examiner, ref examinerComp, false))
return false;
if (examinerComp.SkipChecks)
return true;
if (examinerComp.CheckInRangeUnOccluded)
{
// TODO fix this. This should be using the examiner's eye component, not eye manager.
var b = _eyeManager.GetWorldViewbounds();
if (!b.Contains(target.Position))
return false;
}
return base.CanExamine(examiner, target, predicate, examined, examinerComp);
}
private bool HandleExamine(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
var entity = args.EntityUid;
if (!args.EntityUid.IsValid() || !Exists(entity))
{
return false;
}
if (_playerManager.LocalEntity is not { } player ||
!CanExamine(player, entity))
{
return false;
}
DoExamine(entity);
return true;
}
private void AddExamineVerb(GetVerbsEvent<ExamineVerb> args)
{
if (!CanExamine(args.User, args.Target))
return;
// Basic examine verb.
ExamineVerb verb = new();
verb.Category = VerbCategory.Examine;
verb.Priority = 10;
// Center it on the entity if they use the verb instead.
verb.Act = () => DoExamine(args.Target, false);
verb.Text = Loc.GetString("examine-verb-name");
verb.Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/examine.svg.192dpi.png"));
verb.ShowOnExamineTooltip = false;
verb.ClientExclusive = true;
args.Verbs.Add(verb);
}
private void OnExamineInfoResponse(ExamineSystemMessages.ExamineInfoResponseMessage ev)
{
var player = _playerManager.LocalEntity;
if (player == null)
return;
// Prevent updating a new tooltip.
if (ev.Id != 0 && ev.Id != _idCounter)
return;
// Tooltips coming in from the server generally prioritize
// opening at the old tooltip rather than the cursor/another entity,
// since there's probably one open already if it's coming in from the server.
var entity = GetEntity(ev.EntityUid);
OpenTooltip(player.Value, entity, ev.CenterAtCursor, ev.OpenAtOldTooltip, ev.KnowTarget);
UpdateTooltipInfo(player.Value, entity, ev.Message, ev.Verbs, getVerbs: false);
}
public override void SendExamineTooltip(EntityUid player, EntityUid target, FormattedMessage message, bool getVerbs, bool centerAtCursor)
{
OpenTooltip(player, target, centerAtCursor);
UpdateTooltipInfo(player, target, message, getVerbs: getVerbs);
}
/// <summary>
/// Opens the tooltip window and sets spriteview/name/etc, but does
/// not fill it with information. This is done when the server sends examine info/verbs,
/// or immediately if it's entirely clientside.
/// </summary>
public void OpenTooltip(EntityUid player, EntityUid target, bool centeredOnCursor=true, bool openAtOldTooltip=true, bool knowTarget = true)
{
// Close any examine tooltip that might already be opened
// Before we do that, save its position. We'll prioritize opening any new popups there if
// openAtOldTooltip is true.
ScreenCoordinates? oldTooltipPos = _examineTooltipOpen != null ? _popupPos : null;
CloseTooltip();
// cache entity for Update function
_examinedEntity = target;
const float minWidth = 300;
if (openAtOldTooltip && oldTooltipPos != null)
{
_popupPos = oldTooltipPos.Value;
}
else if (centeredOnCursor)
{
_popupPos = _userInterfaceManager.MousePositionScaled;
}
else
{
_popupPos = _eyeManager.CoordinatesToScreen(Transform(target).Coordinates);
_popupPos = _userInterfaceManager.ScreenToUIPosition(_popupPos);
}
// Actually open the tooltip.
_examineTooltipOpen = new Popup { MaxWidth = 400 };
_userInterfaceManager.ModalRoot.AddChild(_examineTooltipOpen);
var panel = new PanelContainer() { Name = "ExaminePopupPanel" };
panel.AddStyleClass(StyleClassEntityTooltip);
panel.ModulateSelfOverride = Color.LightGray.WithAlpha(0.90f);
_examineTooltipOpen.AddChild(panel);
var vBox = new BoxContainer
{
Name = "ExaminePopupVbox",
Orientation = LayoutOrientation.Vertical,
MaxWidth = _examineTooltipOpen.MaxWidth
};
panel.AddChild(vBox);
var hBox = new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
SeparationOverride = 5,
Margin = new Thickness(6, 0, 6, 0)
};
vBox.AddChild(hBox);
if (HasComp<SpriteComponent>(target))
{
var spriteView = new SpriteView
{
OverrideDirection = Direction.South,
SetSize = new Vector2(32, 32)
};
spriteView.SetEntity(target);
hBox.AddChild(spriteView);
}
if (knowTarget)
{
var itemName = FormattedMessage.EscapeText(Identity.Name(target, EntityManager, player));
var labelMessage = FormattedMessage.FromMarkupPermissive($"[bold]{itemName}[/bold]");
var label = new RichTextLabel();
label.SetMessage(labelMessage);
hBox.AddChild(label);
}
else
{
var label = new RichTextLabel();
label.SetMessage(FormattedMessage.FromMarkupOrThrow("[bold]???[/bold]"));
hBox.AddChild(label);
}
panel.Measure(Vector2Helpers.Infinity);
var size = Vector2.Max(new Vector2(minWidth, 0), panel.DesiredSize);
_examineTooltipOpen.Open(UIBox2.FromDimensions(_popupPos.Position, size));
}
/// <summary>
/// Fills the examine tooltip with a message and buttons if applicable.
/// </summary>
public void UpdateTooltipInfo(EntityUid player, EntityUid target, FormattedMessage message, List<Verb>? verbs=null, bool getVerbs = true)
{
var vBox = _examineTooltipOpen?.GetChild(0).GetChild(0);
if (vBox == null)
{
return;
}
foreach (var msg in message.Nodes)
{
if (msg.Name != null)
continue;
var text = msg.Value.StringValue ?? "";
if (string.IsNullOrWhiteSpace(text))
continue;
var richLabel = new RichTextLabel() { Margin = new Thickness(4, 4, 0, 4)};
richLabel.SetMessage(message);
vBox.AddChild(richLabel);
break;
}
var totalVerbs = _verbSystem.GetLocalVerbs(target, player, typeof(ExamineVerb));
// We still need client-exclusive verbs even when the server sends its data in so if that's the case
// we remove any non-client-exclusive verbs.
if (!getVerbs)
{
_verbList.AddRange(totalVerbs);
foreach (var verb in _verbList)
{
if (!verb.ClientExclusive)
{
totalVerbs.Remove(verb);
}
}
_verbList.Clear();
}
if (verbs != null)
{
totalVerbs.UnionWith(verbs);
}
AddVerbsToTooltip(totalVerbs);
}
private void AddVerbsToTooltip(IEnumerable<Verb> verbs)
{
if (_examineTooltipOpen == null)
return;
var buttonsHBox = new BoxContainer
{
Name = "ExamineButtonsHBox",
Orientation = LayoutOrientation.Horizontal,
HorizontalAlignment = Control.HAlignment.Stretch,
VerticalAlignment = Control.VAlignment.Bottom,
};
var hoverExamineBox = new BoxContainer
{
Name = "HoverExamineHBox",
Orientation = LayoutOrientation.Horizontal,
HorizontalAlignment = Control.HAlignment.Left,
VerticalAlignment = Control.VAlignment.Center,
HorizontalExpand = true
};
var clickExamineBox = new BoxContainer
{
Name = "ClickExamineHBox",
Orientation = LayoutOrientation.Horizontal,
HorizontalAlignment = Control.HAlignment.Right,
VerticalAlignment = Control.VAlignment.Center,
HorizontalExpand = true
};
// Examine button time
foreach (var verb in verbs)
{
if (verb is not ExamineVerb examine)
continue;
if (examine.Icon == null)
continue;
if (!examine.ShowOnExamineTooltip)
continue;
var button = new ExamineButton(examine, _sprite);
if (examine.HoverVerb)
{
hoverExamineBox.AddChild(button);
}
else
{
button.OnPressed += VerbButtonPressed;
clickExamineBox.AddChild(button);
}
}
var vbox = _examineTooltipOpen?.GetChild(0).GetChild(0);
if (vbox == null)
{
buttonsHBox.Dispose();
return;
}
// Remove any existing buttons hbox, in case we generated it from the client
// then received ones from the server
var hbox = vbox.Children.Where(c => c.Name == "ExamineButtonsHBox").ToArray();
if (hbox.Any())
{
vbox.Children.Remove(hbox.First());
}
buttonsHBox.AddChild(hoverExamineBox);
buttonsHBox.AddChild(clickExamineBox);
vbox.AddChild(buttonsHBox);
}
public void VerbButtonPressed(BaseButton.ButtonEventArgs obj)
{
if (obj.Button is ExamineButton button)
{
_verbSystem.ExecuteVerb(_examinedEntity, button.Verb);
if (button.Verb.CloseMenu ?? button.Verb.CloseMenuDefault)
CloseTooltip();
}
}
public void DoExamine(EntityUid entity, bool centeredOnCursor = true, EntityUid? userOverride = null)
{
var playerEnt = userOverride ?? _playerManager.LocalEntity;
if (playerEnt == null)
return;
FormattedMessage message;
OpenTooltip(playerEnt.Value, entity, centeredOnCursor, false);
// Always update tooltip info from client first.
// If we get it wrong, server will correct us later anyway.
// This will usually be correct (barring server-only components, which generally only adds, not replaces text)
message = GetExamineText(entity, playerEnt);
UpdateTooltipInfo(playerEnt.Value, entity, message);
if (!IsClientSide(entity))
{
// Ask server for extra examine info.
unchecked
{
_idCounter += 1;
}
RaiseNetworkEvent(new ExamineSystemMessages.RequestExamineInfoMessage(GetNetEntity(entity), _idCounter, true));
}
RaiseLocalEvent(entity, new ClientExaminedEvent(entity, playerEnt.Value));
}
private void CloseTooltip()
{
if (_examineTooltipOpen != null)
{
foreach (var control in _examineTooltipOpen.Children)
{
if (control is ExamineButton button)
{
button.OnPressed -= VerbButtonPressed;
}
}
_examineTooltipOpen.Dispose();
_examineTooltipOpen = null;
}
if (_requestCancelTokenSource != null)
{
_requestCancelTokenSource.Cancel();
_requestCancelTokenSource = null;
}
}
}
/// <summary>
/// An entity was examined on the client.
/// </summary>
public sealed class ClientExaminedEvent : EntityEventArgs
{
/// <summary>
/// The entity performing the examining.
/// </summary>
public readonly EntityUid Examiner;
/// <summary>
/// Entity being examined, for broadcast event purposes.
/// </summary>
public readonly EntityUid Examined;
public ClientExaminedEvent(EntityUid examined, EntityUid examiner)
{
Examined = examined;
Examiner = examiner;
}
}
}