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- using Content.Shared.Mobs;
- using Content.Shared.FixedPoint;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Damage.Components;
- /// <summary>
- /// Passively damages the entity on a specified interval.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- public sealed partial class PassiveDamageComponent : Component
- {
- /// <summary>
- /// The entitys' states that passive damage will apply in
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public List<MobState> AllowedStates = new();
- /// <summary>
- /// Damage / Healing per interval dealt to the entity every interval
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public DamageSpecifier Damage = new();
- /// <summary>
- /// Delay between damage events in seconds
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public float Interval = 1f;
- /// <summary>
- /// The maximum HP the damage will be given to. If 0, disabled.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public FixedPoint2 DamageCap = 0;
- [DataField("nextDamage", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
- public TimeSpan NextDamage = TimeSpan.Zero;
- }
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