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;
}