using Robust.Server.AI; 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 AiLogicProcessor Processor { get; } public SleepAiMessage(AiLogicProcessor processor, bool sleep) { Processor = processor; Sleep = sleep; } } }