using Content.Shared.Damage; using Robust.Shared.Analyzers; using Robust.Shared.GameObjects; using Robust.Shared.Serialization.Manager.Attributes; namespace Content.Server.Climbing.Components; /// /// Glass tables shatter and stun you when climbed on. /// This is a really entity-specific behavior, so opted to make it /// not very generalized with regards to naming. /// [RegisterComponent, Friend(typeof(ClimbSystem))] public sealed class GlassTableComponent : Component { /// /// How much damage should be given to the climber? /// [DataField("climberDamage")] public DamageSpecifier ClimberDamage = default!; /// /// How much damage should be given to the table when climbed on? /// [DataField("tableDamage")] public DamageSpecifier TableDamage = default!; /// /// How much mass should be needed to break the table? /// [DataField("tableMassLimit")] public float MassLimit; /// /// How long should someone who climbs on this table be stunned for? /// public float StunTime = 5.0f; }