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;
}