43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
using Content.Shared.Inventory;
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using Content.Shared.Nutrition.Components;
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namespace Content.Shared.Atmos;
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// NOTE: These components are currently not raised on the client, only on the server.
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/// <summary>
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/// An entity has had an existing effect applied to it.
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/// </summary>
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/// <remarks>
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/// This does not necessarily mean the effect is strong enough to fully extinguish the entity in one go.
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/// </remarks>
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[ByRefEvent]
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public struct ExtinguishEvent : IInventoryRelayEvent
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{
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/// <summary>
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/// Amount of firestacks changed. Should be a negative number.
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/// </summary>
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public float FireStacksAdjustment;
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SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.WITHOUT_POCKET;
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}
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/// <summary>
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/// A flammable entity has been extinguished.
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/// </summary>
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/// <remarks>
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/// This can occur on both <c>Flammable</c> entities as well as <see cref="SmokableComponent"/>.
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/// </remarks>
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/// <seealso cref="ExtinguishEvent"/>
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[ByRefEvent]
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public struct ExtinguishedEvent;
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/// <summary>
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/// A flammable entity has been ignited.
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/// </summary>
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/// <remarks>
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/// This can occur on both <c>Flammable</c> entities as well as <see cref="SmokableComponent"/>.
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/// </remarks>
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[ByRefEvent]
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public struct IgnitedEvent;
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