using Content.Server.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems.AI
{
/// <summary>
/// Indicates whether an AI should be updated by the AiSystem or not.
/// Useful to sleep AI when they die or otherwise should be inactive.
/// </summary>
internal sealed class SleepAiMessage : EntitySystemMessage
/// Sleep or awake.
public bool Sleep { get; }
public AiControllerComponent Component { get; }
public SleepAiMessage(AiControllerComponent component, bool sleep)
Component = component;
Sleep = sleep;
}