using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
///
/// Triggers when this entity is swung as a melee weapon, regardless of whether it hits something.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnMeleeSwingComponent : BaseTriggerOnXComponent
{
///
/// If true, the "user" of the trigger is the entity hit by the melee. User is null if nothing is hit.
/// If false, user is the entity which attacked with the melee weapon.
///
/// If true and multiple targets are hit, the user is randomly chosen from hit entities.
[DataField, AutoNetworkedField]
public bool TargetIsUser;
}