using Content.Shared.Damage;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Marker;
///
/// Applies when colliding with an entity.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedDamageMarkerSystem))]
public sealed partial class DamageMarkerOnCollideComponent : Component
{
[DataField("whitelist"), AutoNetworkedField]
public EntityWhitelist? Whitelist = new();
[ViewVariables(VVAccess.ReadWrite), DataField("duration"), AutoNetworkedField]
public TimeSpan Duration = TimeSpan.FromSeconds(5);
///
/// Additional damage to be applied.
///
[ViewVariables(VVAccess.ReadWrite), DataField("damage")]
public DamageSpecifier Damage = new();
///
/// How many more times we can apply it.
///
[ViewVariables(VVAccess.ReadWrite), DataField("amount"), AutoNetworkedField]
public int Amount = 1;
}