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- using Content.Shared.Damage;
- using Robust.Shared.Audio;
- namespace Content.Server.Weapons.Melee.WeaponRandom;
- [RegisterComponent]
- internal sealed partial class WeaponRandomComponent : Component
- {
- /// <summary>
- /// Amount of damage that will be caused. This is specified in the yaml.
- /// </summary>
- [DataField("damageBonus")]
- public DamageSpecifier DamageBonus = new();
- /// <summary>
- /// Chance for the damage bonus to occur (1 = 100%).
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- public float RandomDamageChance = 0.00001f;
- /// <summary>
- /// Sound effect to play when the damage bonus occurs.
- /// </summary>
- [DataField("damageSound")]
- public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
- }
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