using Robust.Shared.GameStates; namespace Content.Shared.Mousetrap; /// /// Component inteded to be used for mouse traps. /// Will stop step triggers from happening unless armed via /// and will scale damage taken from /// depending on mass. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class MousetrapComponent : Component { /// /// Set this to change where the /// inflection point in the damage scaling /// equation will occur. /// [DataField, AutoNetworkedField] public int MassBalance = 10; }