using Content.Shared.Damage; using Robust.Shared.Analyzers; using Robust.Shared.GameObjects; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Prototypes; using Robust.Shared.IoC; namespace Content.Server.Damage.Components { [Friend(typeof(DamageOtherOnHitSystem))] [RegisterComponent] public class DamageOtherOnHitComponent : Component { public override string Name => "DamageOtherOnHit"; <<<<<<< HEAD <<<<<<< refs/remotes/origin/master <<<<<<< refs/remotes/origin/master [DataField("damageType")] public DamageType DamageType { get; } = DamageType.Blunt; ======= [DataField("damageType",required: true)] private readonly string _damageType = default!; >>>>>>> update damagecomponent across shared and server ======= >>>>>>> Refactor damageablecomponent update (#4406) ======= >>>>>>> refactor-damageablecomponent [DataField("amount")] public int Amount { get; } = 1; [DataField("ignoreResistances")] <<<<<<< HEAD <<<<<<< refs/remotes/origin/master <<<<<<< refs/remotes/origin/master public bool IgnoreResistances { get; } = false; ======= private bool _ignoreResistances; ======= public bool IgnoreResistances { get; } = false; >>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510) ======= public bool IgnoreResistances { get; } = false; >>>>>>> refactor-damageablecomponent // TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported. // Also remove Initialize override, if no longer needed. [DataField("damageType")] private readonly string _damageTypeID = "Blunt"; public DamageTypePrototype DamageType { get; set; } = default!; protected override void Initialize() { base.Initialize(); DamageType = IoCManager.Resolve().Index(_damageTypeID); } >>>>>>> update damagecomponent across shared and server } }