using Content.Shared.Inventory; using Robust.Shared.GameObjects; namespace Content.Shared.Electrocution { public sealed class ElectrocutionAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent { public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET; public readonly EntityUid TargetUid; public readonly EntityUid? SourceUid; public float SiemensCoefficient = 1f; public ElectrocutionAttemptEvent(EntityUid targetUid, EntityUid? sourceUid, float siemensCoefficient) { TargetUid = targetUid; SourceUid = sourceUid; SiemensCoefficient = siemensCoefficient; } } public sealed class ElectrocutedEvent : EntityEventArgs { public readonly EntityUid TargetUid; public readonly EntityUid? SourceUid; public readonly float SiemensCoefficient; public ElectrocutedEvent(EntityUid targetUid, EntityUid? sourceUid, float siemensCoefficient) { TargetUid = targetUid; SourceUid = sourceUid; SiemensCoefficient = siemensCoefficient; } } }