using Robust.Shared.GameStates; using Content.Shared.Inventory; /// /// Raised on an entity when a surgery is about to be performed, in case a system wants to modify the speed, such as surgical gloves. /// [ByRefEvent] public record struct SurgerySpeedModifyEvent(float Multiplier) : IInventoryRelayEvent { public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET; }