using System.Numerics;
using Content.Shared.Inventory;
using Content.Shared.Movement.Systems;
namespace Content.Shared.Camera;
///
/// Raised directed by-ref when is called.
/// Should be subscribed to by any systems that want to modify an entity's eye offset,
/// so that they do not override each other.
///
///
/// The total offset to apply.
///
///
/// Note that in most cases should be incremented or decremented by subscribers, not set.
/// Otherwise, any offsets applied by previous subscribing systems will be overridden.
///
[ByRefEvent]
public record struct GetEyeOffsetEvent(Vector2 Offset);
///
/// Raised on any equipped and in-hand items that may modify the eye offset.
/// Pockets and suitstorage are excluded.
///
[ByRefEvent]
public sealed class GetEyeOffsetRelayedEvent : EntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = ~(SlotFlags.POCKET & SlotFlags.SUITSTORAGE);
public Vector2 Offset;
}