using Content.Shared.Inventory;
using Content.Shared.Weapons.Ranged.Components;
namespace Content.Shared.Weapons.Ranged.Events;
///
/// This event is triggered on an entity right before they shoot a gun.
///
public sealed partial class SelfBeforeGunShotEvent : CancellableEntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = SlotFlags.WITHOUT_POCKET;
public readonly EntityUid Shooter;
public readonly Entity Gun;
public readonly List<(EntityUid? Entity, IShootable Shootable)> Ammo;
public SelfBeforeGunShotEvent(EntityUid shooter, Entity gun, List<(EntityUid? Entity, IShootable Shootable)> ammo)
{
Shooter = shooter;
Gun = gun;
Ammo = ammo;
}
}