using Content.Shared.Inventory; using Content.Shared.Nutrition.Components; namespace Content.Shared.Atmos; // NOTE: These components are currently not raised on the client, only on the server. /// /// An entity has had an existing effect applied to it. /// /// /// This does not necessarily mean the effect is strong enough to fully extinguish the entity in one go. /// [ByRefEvent] public struct ExtinguishEvent : IInventoryRelayEvent { /// /// Amount of firestacks changed. Should be a negative number. /// public float FireStacksAdjustment; SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.WITHOUT_POCKET; } /// /// A flammable entity has been extinguished. /// /// /// This can occur on both Flammable entities as well as . /// /// [ByRefEvent] public struct ExtinguishedEvent; /// /// A flammable entity has been ignited. /// /// /// This can occur on both Flammable entities as well as . /// [ByRefEvent] public struct IgnitedEvent;