using Content.Shared.Inventory; using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Triggers; /// /// Triggers when an entity unequips another entity. /// The user is the entity being unequipped. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class TriggerOnDidUnequipComponent : BaseTriggerOnXComponent { /// /// The slots that entities being unequipped from will trigger the entity. /// [DataField, AutoNetworkedField] public SlotFlags SlotFlags; }