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;
}
}