Co-authored-by: pofitlo <kuzminvladislav237@gmail.com> Co-authored-by: Rinary <rinary.super@gmail.com> Co-authored-by: Matthew Herber <matthewherber@sbcglobal.net> Co-authored-by: Cerzix <123toy@web.de> Co-authored-by: Citrea_Lingua <citrea.lingua@gmx.net> Co-authored-by: Salem <Enderblaze03@gmail.com> Co-authored-by: pxc1984 <igor.mamaev1@gmail.com>
21 lines
919 B
C#
21 lines
919 B
C#
using Content.Shared.Inventory;
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namespace Content.Shared.Flash;
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/// <summary>
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/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
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/// Raised on the target hit by the flash and their inventory items.
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/// </summary>
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[ByRefEvent]
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public record struct FlashAttemptEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Cancelled = false, float Multiplier = 1f) : IInventoryRelayEvent // Sunrise-Edit
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{
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SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.MASK;
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}
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/// <summary>
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/// Called when a player is successfully flashed.
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/// Raised on the target hit by the flash, the user of the flash and the flash used.
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/// The Melee parameter is used to check for rev conversion.
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/// </summary>
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[ByRefEvent]
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public record struct AfterFlashedEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Melee);
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