using System.Collections.Generic; using Content.Server.Atmos.EntitySystems; using Content.Shared.Damage; using Robust.Shared.GameObjects; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.ViewVariables; namespace Content.Server.Atmos.Components { [RegisterComponent] public class FlammableComponent : Component { [ViewVariables] public bool Resisting = false; [ViewVariables] public readonly List Collided = new(); [ViewVariables(VVAccess.ReadWrite)] public bool OnFire { get; set; } [ViewVariables(VVAccess.ReadWrite)] public float FireStacks { get; set; } [ViewVariables(VVAccess.ReadWrite)] [DataField("fireSpread")] public bool FireSpread { get; private set; } = false; [ViewVariables(VVAccess.ReadWrite)] [DataField("canResistFire")] public bool CanResistFire { get; private set; } = false; [DataField("damage", required: true)] [ViewVariables(VVAccess.ReadWrite)] public DamageSpecifier Damage = default!; } }