using Content.Shared.Inventory;
using Content.Shared.Nutrition.Components;
namespace Content.Shared.Atmos;
// NOTE: These components are currently not raised on the client, only on the server.
///
/// An entity has had an existing effect applied to it.
///
///
/// This does not necessarily mean the effect is strong enough to fully extinguish the entity in one go.
///
[ByRefEvent]
public struct ExtinguishEvent : IInventoryRelayEvent
{
///
/// Amount of firestacks changed. Should be a negative number.
///
public float FireStacksAdjustment;
SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.WITHOUT_POCKET;
}
///
/// A flammable entity has been extinguished.
///
///
/// This can occur on both Flammable entities as well as .
///
///
[ByRefEvent]
public struct ExtinguishedEvent;
///
/// A flammable entity has been ignited.
///
///
/// This can occur on both Flammable entities as well as .
///
[ByRefEvent]
public struct IgnitedEvent;