using Content.Shared.Damage;
using Robust.Shared.GameStates;
namespace Content.Shared.Flash.Components;
///
/// This entity will take damage from flashes.
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(DamagedByFlashingSystem))]
public sealed partial class DamagedByFlashingComponent : Component
{
///
/// How much damage it will take.
///
[DataField(required: true)]
public DamageSpecifier FlashDamage = new();
}