diff --git a/Content.Server/GameObjects/EntitySystems/DoAfter/DoAfterEventArgs.cs b/Content.Server/GameObjects/EntitySystems/DoAfter/DoAfterEventArgs.cs
index dd89f6920b..8aca9fdc83 100644
--- a/Content.Server/GameObjects/EntitySystems/DoAfter/DoAfterEventArgs.cs
+++ b/Content.Server/GameObjects/EntitySystems/DoAfter/DoAfterEventArgs.cs
@@ -33,25 +33,25 @@ namespace Content.Server.GameObjects.EntitySystems
/// Whether we need to keep our active hand as is (i.e. can't change hand or change item).
/// This also covers requiring the hand to be free (if applicable).
///
- public readonly bool NeedHand;
+ public bool NeedHand { get; set; }
///
/// If do_after stops when the user moves
///
- public readonly bool BreakOnUserMove;
+ public bool BreakOnUserMove { get; set; }
///
/// If do_after stops when the target moves (if there is a target)
///
- public readonly bool BreakOnTargetMove;
+ public bool BreakOnTargetMove { get; set; }
- public readonly bool BreakOnDamage;
- public readonly bool BreakOnStun;
+ public bool BreakOnDamage { get; set; }
+ public bool BreakOnStun { get; set; }
///
/// Additional conditions that need to be met. Return false to cancel.
///
- public readonly Func? ExtraCheck;
+ public Func? ExtraCheck { get; set; }
public DoAfterEventArgs(
IEntity user,