using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
using System.Collections.Generic;
using Content.Shared.Tag;
namespace Content.Shared.Barricade;
[RegisterComponent]
public sealed partial class BarricadeComponent : Component
{
///
/// % chance of blocking a projectile passing overhead
///
[DataField("blocking")]
public int Blocking = 66;
///
/// Can it be used bidirectionally (e.g. sandbags) or only from behind (e.g. crenelated walls)?
///
[DataField("bidirectional")]
public bool Bidirectional = true;
}