using Robust.Server.AI;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems.AI
{
///
/// Indicates whether an AI should be updated by the AiSystem or not.
/// Useful to sleep AI when they die or otherwise should be inactive.
///
internal sealed class SleepAiMessage : EntitySystemMessage
{
///
/// Sleep or awake.
///
public bool Sleep { get; }
public AiLogicProcessor Processor { get; }
public SleepAiMessage(AiLogicProcessor processor, bool sleep)
{
Processor = processor;
Sleep = sleep;
}
}
}