using System.Numerics; using Content.Shared.Inventory; using Content.Shared.Weapons.Reflect; namespace Content.Shared.Weapons.Ranged.Events; /// /// Shot may be reflected by setting to true /// and changing where shot will go next /// [ByRefEvent] public record struct HitScanReflectAttemptEvent(EntityUid? Shooter, EntityUid SourceItem, ReflectType Reflective, Vector2 Direction, bool Reflected) : IInventoryRelayEvent { SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.WITHOUT_POCKET; }