using Content.Server.GameObjects.Components.Movement; 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 AiControllerComponent Component { get; } public SleepAiMessage(AiControllerComponent component, bool sleep) { Component = component; Sleep = sleep; } } }