using Content.Server.Chemistry.ReactionEffects; using Content.Server.Destructible.Thresholds.Behaviors; using Robust.Shared.GameObjects; using Robust.Shared.Serialization.Manager.Attributes; namespace Content.Server.Explosion.Components { /// /// Specifies an explosion range should this entity be exploded. /// /// /// Explosions can be caused by: /// /// Reaching a damage threshold that causes a /// Being triggered via the /// Manually by some other system via functions in (for example, chemistry's /// ). /// /// [RegisterComponent] public class ExplosiveComponent : Component { [DataField("devastationRange")] public int DevastationRange; [DataField("heavyImpactRange")] public int HeavyImpactRange; [DataField("lightImpactRange")] public int LightImpactRange; [DataField("flashRange")] public int FlashRange; public bool Exploding { get; set; } = false; } }