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; }