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;
}
}
}