using Robust.Shared.Interfaces.GameObjects; using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines; namespace Content.Server.GameObjects { /// /// Allows for overriding inventory-related behavior on an entity. /// public interface IInventoryController { /// /// Can be implemented to override "can this item be equipped" behavior. /// /// The slot to be equipped into. /// The entity to equip. /// Whether the entity passes default slot masks & flags checks. /// True if the entity can be equipped, false otherwise bool CanEquip(Slots slot, IEntity entity, bool flagsCheck) => flagsCheck; } }