using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Atmos.Components
{
///
/// Barotrauma: injury because of changes in air pressure.
///
[RegisterComponent]
public sealed class BarotraumaComponent : Component
{
[DataField("damage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
[DataField("maxDamage")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 MaxDamage = 200;
///
/// Used to keep track of when damage starts/stops. Useful for logs.
///
public bool TakingDamage = false;
}
}