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; } }