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,