using Content.Shared.Inventory;
namespace Content.Shared._Goobstation.Flashbang;
///
/// 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.
///
[ByRefEvent]
public record struct FlashAttemptEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Cancelled = false) : IInventoryRelayEvent
{
SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.HEAD | SlotFlags.EYES | SlotFlags.MASK;
}
///
/// 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.
///
[ByRefEvent]
public record struct AfterFlashedEvent(EntityUid Target, EntityUid? User, EntityUid? Used, bool Melee);
///
/// Goob edit
///
public sealed class FlashDurationMultiplierEvent : EntityEventArgs, IInventoryRelayEvent
{
public float Multiplier = 1f;
public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.HEAD | SlotFlags.MASK;
}
///
/// Goob edit
///
public sealed class AreaFlashEvent(float range, float distance, EntityUid target) : EntityEventArgs
{
public float Range = range;
public float Distance = distance;
public EntityUid Target = target;
}