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;
}