public sealed class DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null)
: EntityEventArgs, IInventoryRelayEvent
{
- // Whenever locational damage is a thing, this should just check only that bit of armour.
+ /// <inheritdoc/>
+ /// <remarks>
+ /// Whenever locational damage is a thing, this should just check only that bit of armor.
+ /// </remarks>
public SlotFlags TargetSlots => ~SlotFlags.POCKET;
+ /// <summary>
+ /// Contains the original damage, prior to any modifers.
+ /// </summary>
public readonly DamageSpecifier OriginalDamage = damage;
+
+ /// <summary>
+ /// Contains the damage after modifiers have been applied.
+ /// This is the damage that will be inflicted.
+ /// </summary>
public DamageSpecifier Damage = damage;
+
+ /// <summary>
+ /// Contains the entity which caused the damage, if any was responsible.
+ /// </summary>
+ public readonly EntityUid? Origin = origin;
}
public sealed class DamageChangedEvent : EntityEventArgs