using Content.Shared.FixedPoint; namespace Content.Shared.Fluids.Components; /// /// Makes a solution contained in this entity spillable. /// Spills can occur when a container with this component overflows, /// is used to melee attack something, is equipped (see ), /// lands after being thrown, or has the Spill verb used. /// [RegisterComponent] public sealed partial class SpillableComponent : Component { [DataField("solution")] public string SolutionName = "puddle"; [DataField] public float? SpillDelay; /// /// At most how much reagent can be splashed on someone at once? /// [DataField] public FixedPoint2 MaxMeleeSpillAmount = FixedPoint2.New(20); /// /// Should this item be spilled when thrown? /// [DataField] public bool SpillWhenThrown = true; }