Make DoAfters use DamageChangedMessage instead of an event (#3115)

This commit is contained in:
DrSmugleaf
2021-02-10 02:36:05 +01:00
committed by GitHub
parent 9a7e2ec5ff
commit 96e5e34084
6 changed files with 52 additions and 35 deletions

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