fish-station/Content.Shared/Electrocution/ElectrocutionEvents.cs
Leon Friedrich 013edcc545
Prevent inventory events from being relayed to pockets (#6074)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2022-01-10 15:37:20 +11:00

35 lines
1.1 KiB
C#

using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
namespace Content.Shared.Electrocution
{
public class ElectrocutionAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
public readonly EntityUid TargetUid;
public readonly EntityUid? SourceUid;
public float SiemensCoefficient = 1f;
public ElectrocutionAttemptEvent(EntityUid targetUid, EntityUid? sourceUid, float siemensCoefficient)
{
TargetUid = targetUid;
SourceUid = sourceUid;
SiemensCoefficient = siemensCoefficient;
}
}
public class ElectrocutedEvent : EntityEventArgs
{
public readonly EntityUid TargetUid;
public readonly EntityUid? SourceUid;
public readonly float SiemensCoefficient;
public ElectrocutedEvent(EntityUid targetUid, EntityUid? sourceUid, float siemensCoefficient)
{
TargetUid = targetUid;
SourceUid = sourceUid;
SiemensCoefficient = siemensCoefficient;
}
}
}