using Content.Shared.Damage.Components; using Robust.Shared.Collections; namespace Content.Shared.Damage.Events; /// /// The components in the list are going to be hit, /// give opportunities to change the damage or other stuff. /// public sealed class StaminaMeleeHitEvent : HandledEntityEventArgs { /// /// List of hit stamina components. /// public List<(EntityUid Entity, StaminaComponent Component)> HitList; /// /// The multiplier. Generally, try to use *= or /= instead of overwriting. /// public float Multiplier = 1; /// /// The flat modifier. Generally, try to use += or -= instead of overwriting. /// public float FlatModifier = 0; public StaminaMeleeHitEvent(List<(EntityUid Entity, StaminaComponent Component)> hitList) { HitList = hitList; } }