using Content.Shared.Movement.Components; using Content.Shared.Movement.Systems; namespace Content.Shared.Movement.Events; /// /// Raised on an entity whenever it has a movement input change. /// [ByRefEvent] public readonly struct MoveInputEvent { public readonly Entity Entity; public readonly MoveButtons OldMovement; public readonly Direction Dir; // Shitmed Change public readonly bool State; // Shitmed Change public bool HasDirectionalMovement => (Entity.Comp.HeldMoveButtons & MoveButtons.AnyDirection) != MoveButtons.None; public MoveInputEvent(Entity entity, MoveButtons oldMovement, Direction dir, bool state) // Shitmed Change { Entity = entity; OldMovement = oldMovement; // Shitmed Change Dir = dir; State = state; } }