#nullable enable
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.Interfaces.Serialization;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
{
public interface IThresholdTrigger : IExposeData
{
///
/// Checks if this trigger has been reached.
///
/// The damageable component to check with.
///
/// An instance of to pull
/// dependencies from, if any.
///
/// true if this trigger has been reached, false otherwise.
bool Reached(IDamageableComponent damageable, DestructibleSystem system);
}
}