using Content.Shared.Damage.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components;
///
/// Multiplies the entity's by the .
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(StaminaSystem))]
public sealed partial class StaminaModifierComponent : Component
{
///
/// What to multiply max stamina by.
/// When added this scales max stamina, but not stamina damags to give you an extra boost of survability.
/// If you have too much damage when the modifier is removed, you suffer "withdrawl" and instantly stamcrit.
///
[ViewVariables(VVAccess.ReadWrite), DataField("modifier"), AutoNetworkedField]
public float Modifier = 2f;
}