using System;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
namespace Content.Server.Act
{
///
/// Implements behavior when an entity is disarmed.
///
[RequiresExplicitImplementation, Obsolete("Use the directed event instead.")]
public interface IDisarmedAct
{
///
/// Behavior when the entity is disarmed.
/// Return true to prevent the default disarm behavior,
/// or rest of IDisarmedAct behaviors that come after this one from happening.
///
bool Disarmed(DisarmedActEvent @event);
///
/// Priority for this disarm act.
/// Used to determine act execution order.
///
int Priority => 0;
}
public class DisarmedActEvent : HandledEntityEventArgs
{
///
/// The entity being disarmed.
///
public IEntity? Target { get; init; }
///
/// The entity performing the disarm.
///
public IEntity? Source { get; init; }
///
/// Probability for push/knockdown.
///
public float PushProbability { get; init; }
}
}