using Content.Shared.FixedPoint; using Robust.Shared.GameStates; namespace Content.Shared.Damage.Components { // TODO It'd be nice if this could be a destructible threshold, but on the other hand, // that doesn't really work with events at all, and [RegisterComponent, NetworkedComponent] public sealed partial class SlowOnDamageComponent : Component { /// /// Damage -> movespeed dictionary. This is -damage-, not -health-. /// [DataField("speedModifierThresholds", required: true)] public Dictionary SpeedModifierThresholds = default!; } }