using Content.Shared.Damage.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Damage.Components; /// /// Multiplies the entity's by the . /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStaminaSystem))] public sealed partial class StaminaModifierComponent : Component { /// /// What to multiply max stamina by. /// When added this scales max stamina, but not stamina damags to give you an extra boost of survability. /// If you have too much damage when the modifier is removed, you suffer "withdrawl" and instantly stamcrit. /// [ViewVariables(VVAccess.ReadWrite), DataField("modifier"), AutoNetworkedField] public float Modifier = 2f; }