using Content.Shared.Inventory; namespace Content.Shared.Damage.Events; /// /// Raised before stamina damage is dealt to allow other systems to cancel or modify it. /// [ByRefEvent] public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled = false) : IInventoryRelayEvent { SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET; }