#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); } }