using System.Collections.Generic; using Robust.Shared.GameObjects; using Robust.Shared.Map; using Robust.Shared.Maths; namespace Robust.Server.GameObjects { /// /// Event for when the intersecting Vector2i of an entity changes. /// Not called for space (given no tiles). /// /// /// List is empty if it's no longer intersecting any. /// public sealed class TileLookupUpdateMessage : EntityEventArgs { public Dictionary>? NewIndices { get; } public TileLookupUpdateMessage(Dictionary>? indices) { NewIndices = indices; } } }