using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Trigger effect for sending the target sidewise (crawling).
/// Knockdowns the user if is true.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class KnockdownOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// How long the target is forced to be on the ground.
///
[DataField, AutoNetworkedField]
public TimeSpan KnockdownAmount = TimeSpan.FromSeconds(1);
///
/// If true, refresh the duration.
/// If false, time is added on-top of any existing forced knockdown.
///
[DataField, AutoNetworkedField]
public bool Refresh = true;
///
/// Should the entity try and stand automatically?
///
[DataField, AutoNetworkedField]
public bool AutoStand = true;
///
/// Should the entity drop their items upon first being knocked down?
///
[DataField, AutoNetworkedField]
public bool Drop = true;
}