using Content.Shared.Damage; namespace Content.Shared.GameObjects.Components.Damage { /// /// Data class with information on how the value of a /// single has changed. /// public struct DamageChangeData { /// /// Type of damage that changed. /// public DamageType Type; /// /// The new current value for that damage. /// public int NewValue; /// /// How much the health value changed from its last value (negative is heals, positive is damage). /// public int Delta; public DamageChangeData(DamageType type, int newValue, int delta) { Type = type; NewValue = newValue; Delta = delta; } } }