fish-station/Content.Shared/Flash/FlashEvents.cs
banumbas 397c2620f2
Резоми (#2739)
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>
2025-09-26 23:37:33 +03:00

21 lines
919 B
C#

using Content.Shared.Inventory;
namespace Content.Shared.Flash;
/// <summary>
/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
/// Raised on the target hit by the flash and their inventory items.
/// </summary>
[ByRefEvent]
public record struct FlashAttemptEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Cancelled = false, float Multiplier = 1f) : IInventoryRelayEvent // Sunrise-Edit
{
SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.MASK;
}
/// <summary>
/// Called when a player is successfully flashed.
/// Raised on the target hit by the flash, the user of the flash and the flash used.
/// The Melee parameter is used to check for rev conversion.
/// </summary>
[ByRefEvent]
public record struct AfterFlashedEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Melee);