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!; }