using Content.Shared.Inventory; using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Triggers; /// /// Triggers when an entity is unequipped from another entity. /// The user is the entity being unequipped from (i.e. the (un)equipee). /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class TriggerOnGotUnequippedComponent : BaseTriggerOnXComponent { /// /// The slots that being unequipped from will trigger the entity. /// [DataField, AutoNetworkedField] public SlotFlags SlotFlags; }