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(); }