6
2025-08-05 10:00:54 +03:00

43 lines
1.2 KiB
C#

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