using Content.Shared.Alert; using Content.Shared.FixedPoint; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._Offbrand.Wounds; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(ShockAlertsSystem))] public sealed partial class ShockAlertsComponent : Component { /// /// The alert to display depending on the amount of shock. Highest key is selected. /// [DataField(required: true)] public SortedDictionary> Thresholds; /// /// The alert category of the alerts. /// [DataField(required: true)] public ProtoId AlertCategory; /// /// The alert to display when pain is suppressed. /// [DataField(required: true)] public ProtoId SuppressedAlert; [DataField, AutoNetworkedField] public ProtoId? CurrentThresholdState; }