using Content.Shared.Inventory; using Robust.Shared.GameStates; namespace Content.Shared.Flash { public abstract class SharedFlashSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnFlashableGetState); } private static void OnFlashableGetState(EntityUid uid, FlashableComponent component, ref ComponentGetState args) { args.State = new FlashableComponentState(component.Duration, component.LastFlash, component.EyeDamageChance, component.EyeDamage, component.DurationMultiplier); } } // WD EDIT START public sealed class FlashbangedEvent : EntityEventArgs, IInventoryRelayEvent { public float MaxRange; public SlotFlags TargetSlots => SlotFlags.EARS | SlotFlags.HEAD; public FlashbangedEvent(float maxRange) { MaxRange = maxRange; } } // WD EDIT END }