using Robust.Shared.GameStates; namespace Content.Shared.Singularity.Components; [RegisterComponent, NetworkedComponent] public sealed partial class ContainmentFieldComponent : Component { /// /// The throw force for the field if an entity collides with it /// The lighter the mass the further it will throw. 5 mass will go about 4 tiles out, 70 mass goes only a couple tiles. /// [DataField("throwForce")] public float ThrowForce = 100f; /// /// This shouldn't be at 99999 or higher to prevent the singulo glitching out /// Will throw anything at the supplied mass or less that collides with the field. /// [DataField("maxMass")] public float MaxMass = 10000f; /// /// Should field vaporize garbage that collides with it? /// [DataField] public bool DestroyGarbage = true; }