using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Damage
{
// TODO
///
/// Component interface that gets triggered after the values of a
/// on the same change.
///
public interface IOnHealthChangedBehavior
{
///
/// Called when the entity's
/// is healed or hurt.
/// Of note is that a "deal 0 damage" call will still trigger
/// this function (including both damage negated by resistance or
/// simply inputting 0 as the amount of damage to deal).
///
/// Details of how the health changed.
public void OnHealthChanged(HealthChangedEventArgs e);
}
}