using Robust.Shared.Containers; using Robust.Shared.GameStates; namespace Content.Shared.Body; /// /// Component on the entity that "has" a body, and that oversees entities with the inside it. /// /// /// [RegisterComponent, NetworkedComponent] [Access(typeof(BodySystem))] public sealed partial class BodyComponent : Component { public const string ContainerID = "body_organs"; /// /// The actual container with entities with in it /// [ViewVariables] public Container? Organs; } /// /// Raised on organ entity, when it is inserted into a body /// [ByRefEvent] public readonly record struct OrganGotInsertedEvent(EntityUid Target); /// /// Raised on organ entity, when it is removed from a body /// [ByRefEvent] public readonly record struct OrganGotRemovedEvent(EntityUid Target); /// /// Raised on body entity, when an organ is inserted into it /// [ByRefEvent] public readonly record struct OrganInsertedIntoEvent(EntityUid Organ); /// /// Raised on body entity, when an organ is removed from it /// [ByRefEvent] public readonly record struct OrganRemovedFromEvent(EntityUid Organ);