using Content.Shared.Physics; using Content.Shared.Whitelist; namespace Content.Shared.Explosion.Components.OnTrigger; /// /// Generates a gravity pulse/repulse using the RepulseAttractComponent when the entity is triggered /// [RegisterComponent] public sealed partial class SharedRepulseAttractOnTriggerComponent : Component { /// /// How fast should the Repulsion/Attraction be? /// A positive value will repulse objects, a negative value will attract /// [DataField] public float Speed; /// /// How close do the entities need to be? /// [DataField] public float Range; /// /// What kind of entities should this effect apply to? /// [DataField] public EntityWhitelist? Whitelist; /// /// What collision layers should be excluded? /// The default excludes ghost mobs, revenants, the AI camera etc. /// [DataField] public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable; }