using Content.Shared.Damage; using Content.Shared.Whitelist; using Robust.Shared.Audio; using Robust.Shared.Prototypes; using Robust.Shared.Utility; namespace Content.Shared.Weather; [Prototype] public sealed partial class WeatherPrototype : IPrototype { [IdDataField] public string ID { get; private set; } = default!; [ViewVariables(VVAccess.ReadWrite), DataField("sprite", required: true)] public SpriteSpecifier Sprite = default!; [ViewVariables(VVAccess.ReadWrite), DataField("color")] public Color? Color; /// /// Sound to play on the affected areas. /// [ViewVariables(VVAccess.ReadWrite), DataField("sound")] public SoundSpecifier? Sound; /// /// DeltaV: Damage you can take from being in this weather. /// Only applies when weather has fully set in. /// [DataField] public DamageSpecifier? Damage; /// /// DeltaV: Don't damage entities that match this blacklist. /// [DataField] public EntityWhitelist? DamageBlacklist; }