Prevent inventory events from being relayed to pockets (#6074)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
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@@ -1,6 +1,7 @@
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using System.Linq;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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@@ -216,8 +217,11 @@ namespace Content.Shared.Damage
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///
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/// For example, armor.
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/// </summary>
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public class DamageModifyEvent : EntityEventArgs
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public class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
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{
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// Whenever locational damage is a thing, this should just check only that bit of armour.
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public DamageSpecifier Damage;
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public DamageModifyEvent(DamageSpecifier damage)
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