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;
}