using Robust.Shared.GameStates; using Content.Shared.Drunk; namespace Content.Shared.Traits.Assorted; /// /// Used for the lightweight trait. DrunkSystem will check for this component and modify the boozePower accordingly if it finds it. /// [RegisterComponent, NetworkedComponent] [Access(typeof(SharedDrunkSystem))] public sealed partial class LightweightDrunkComponent : Component { [DataField("boozeStrengthMultiplier"), ViewVariables(VVAccess.ReadWrite)] public float BoozeStrengthMultiplier = 4f; }