using Robust.Shared.GameStates; namespace Content.Shared._Stalker.Stamina; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class StaminaActiveComponent : Component { /// /// Float on which our entity will be "stunned" /// [DataField("slowThreshold"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public float SlowThreshold = 180f; /// /// Value to compare with StaminaDamage and set default sprint speed back. /// If Stamina damage will be less than this value - default sprint will be set. /// [DataField("reviveStaminaLevel"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public float ReviveStaminaLevel = 80f; /// /// Stamina damage to apply when entity is running /// [DataField("runStaminaDamage"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public float RunStaminaDamage = 0.4f; /// /// Modifier to set entity sprint speed to a walking speed. Counts himself. /// Nothing will happen if you'll set it manually /// public float SprintModifier = 0.5f; public bool Change; /// /// If our entity is slowed already. /// Nothing will happen if you'll set it manually. /// public bool Slowed = false; }