using Content.Shared.Damage;
using Robust.Shared.Audio;
namespace Content.Server.ImmovableRod;
[RegisterComponent]
public sealed partial class ImmovableRodComponent : Component
{
public int MobCount = 0;
[DataField("hitSound")]
public SoundSpecifier Sound = new SoundCollectionSpecifier("MetalSlam");
[DataField("hitSoundProbability")]
public float HitSoundProbability = 0.1f;
[DataField("minSpeed")]
public float MinSpeed = 10f;
[DataField("maxSpeed")]
public float MaxSpeed = 35f;
///
/// Stuff like wizard rods might want to set this to false, so that they can set the velocity themselves.
///
[DataField("randomizeVelocity")]
public bool RandomizeVelocity = true;
///
/// Overrides the random direction for an immovable rod.
///
[DataField("directionOverride")]
public Angle DirectionOverride = Angle.Zero;
///
/// With this set to true, rods will automatically set the tiles under them to space.
///
[DataField("destroyTiles")]
public bool DestroyTiles = true;
///
/// If true, this will gib & delete bodies
///
[DataField]
public bool ShouldGib = true;
///
/// Damage done, if not gibbing
///
[DataField]
public DamageSpecifier? Damage;
}