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- using Content.Shared.Damage.Systems;
- using Robust.Shared.GameStates;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
- namespace Content.Shared.Damage.Components;
- [RegisterComponent, NetworkedComponent]
- [AutoGenerateComponentState, AutoGenerateComponentPause]
- [Access(typeof(DamageOnHoldingSystem))]
- public sealed partial class DamageOnHoldingComponent : Component
- {
- [DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
- [AutoNetworkedField]
- public bool Enabled = true;
- /// <summary>
- /// Damage per interval dealt to entity holding the entity with this component
- /// </summary>
- [DataField("damage"), ViewVariables(VVAccess.ReadWrite)]
- public DamageSpecifier Damage = new();
- // TODO: make it networked
- /// <summary>
- /// Delay between damage events in seconds
- /// </summary>
- [DataField("interval"), ViewVariables(VVAccess.ReadWrite)]
- [AutoNetworkedField]
- public float Interval = 1f;
- [DataField("nextDamage", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
- [AutoNetworkedField]
- [AutoPausedField]
- public TimeSpan NextDamage = TimeSpan.Zero;
- }
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