GameLogic/crowd/CrowdTypes.cs
using Sandbox;

public enum CrowdAction
{
    // Exploits martiaux du joueur
    PrecisionThrow,
    Impale,
    Decapitation,
    Finisher,
    EnvironmentalKill,
    ReboundStrike,
    AirKnockdown,

    // Jugement moral & comportement
    SparedFighter,
    UnfairFightKill,
    UnsatisfyingKill,

    // Rituels & Barks
    Taunt,
    SalutedCrowd,
    SalutedEmperor
}

public readonly struct CrowdEventPayload
{
    public readonly Fighter Actor;
    public readonly Fighter Target;
    public readonly CrowdAction Action;

    public CrowdEventPayload( Fighter actor, CrowdAction action, Fighter target = null )
    {
        Actor = actor;
        Action = action;
        Target = target;
    }
}