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; } }