using Content.Shared.FixedPoint; using Content.Shared.Mobs.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Mobs.Components; [RegisterComponent, NetworkedComponent] [Access(typeof(MobThresholdSystem))] public sealed class MobThresholdsComponent : Component { [DataField("thresholds", required:true), AutoNetworkedField(true)] public SortedDictionary Thresholds = new(); [DataField("triggersAlerts"), AutoNetworkedField] public bool TriggersAlerts = true; [DataField("currentThresholdState"), AutoNetworkedField] public MobState CurrentThresholdState; /// /// Whether or not this entity can be revived out of a dead state. /// [DataField("allowRevives"), AutoNetworkedField] public bool AllowRevives; }