using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Triggers; /// /// Triggers when this entity is swung as a melee weapon and hits at least one target. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class TriggerOnMeleeHitComponent : BaseTriggerOnXComponent { /// /// If true, this trigger will activate individually for each entity hit. /// If false, this trigger will always activate only once. /// [DataField, AutoNetworkedField] public bool TriggerEveryHit; /// /// If true, the "user" of the trigger is the entity hit by the melee. /// If false, user is the entity which attacked with the melee weapon. /// /// If TriggerEveryHit is false, the user is randomly chosen from hit entities. [DataField, AutoNetworkedField] public bool TargetIsUser; }