using Content.Shared.Trigger.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Will inflict stamina to an entity when triggered. /// If TargetUser is true it the user will have stamina inflicted instead. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class StaminaDamageOnTriggerComponent : BaseXOnTriggerComponent { /// /// Should the inflicted stamina ignore resistances? /// [DataField, AutoNetworkedField] public bool IgnoreResistances; /// /// The stamina amount that is inflicted to the target. /// May be further modified by subscriptions. /// [DataField(required: true), AutoNetworkedField] public float Stamina; }