using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components;
[NetworkedComponent, RegisterComponent]
public sealed partial class DamageContactsComponent : Component
{
///
/// The damage done each second to those touching this entity
///
[DataField("damage", required: true)]
public DamageSpecifier Damage = new();
///
/// Entities that aren't damaged by this entity
///
[DataField("ignoreWhitelist")]
public EntityWhitelist? IgnoreWhitelist;
}