using Content.Shared.Damage;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Will damage an entity when triggered.
/// If TargetUser is true it the user will take damage instead.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class DamageOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Should the damage ignore resistances?
///
[DataField, AutoNetworkedField]
public bool IgnoreResistances;
///
/// The base damage amount that is dealt.
/// May be further modified by subscriptions.
///
[DataField(required: true), AutoNetworkedField]
public DamageSpecifier Damage = default!;
}