Make DoAfters use DamageChangedMessage instead of an event (#3115)
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@@ -9,14 +9,6 @@ namespace Content.Shared.GameObjects.Components.Damage
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{
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public interface IDamageableComponent : IComponent, IExAct
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{
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/// <summary>
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/// Called when the entity's <see cref="IDamageableComponent"/> values change.
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/// Of note is that a "deal 0 damage" call will still trigger this event
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/// (including both damage negated by resistance or simply inputting 0 as
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/// the amount of damage to deal).
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/// </summary>
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event Action<DamageChangedEventArgs> HealthChangedEvent;
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/// <summary>
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/// Sum of all damages taken.
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/// </summary>
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