using Content.Shared.Damage; using Content.Shared.FixedPoint; using Content.Shared.Weapons.Melee.Events; using Robust.Shared.GameStates; namespace Content.Shared.Weapons.Melee.Components; /// /// This is used for adding in bonus damage via /// This exists only for event relays and doing entity shenanigans. /// [RegisterComponent, NetworkedComponent, Access(typeof(SharedMeleeWeaponSystem))] public sealed partial class BonusMeleeDamageComponent : Component { /// /// The damage that will be added. /// [DataField("bonusDamage")] public DamageSpecifier? BonusDamage; /// /// A modifier set for the damage that will be dealt. /// [DataField("damageModifierSet")] public DamageModifierSet? DamageModifierSet; /// /// A flat damage increase added to /// [DataField("heavyDamageFlatModifier"), ViewVariables(VVAccess.ReadWrite)] public FixedPoint2 HeavyDamageFlatModifier; /// /// A value multiplier by the value of /// [DataField("heavyDamageMultiplier"), ViewVariables(VVAccess.ReadWrite)] public float HeavyDamageMultiplier = 1; }