using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Trigger effect for sending the target sidewise (crawling). /// Knockdowns the user if is true. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class KnockdownOnTriggerComponent : BaseXOnTriggerComponent { /// /// How long the target is forced to be on the ground. /// [DataField, AutoNetworkedField] public TimeSpan KnockdownAmount = TimeSpan.FromSeconds(1); /// /// If true, refresh the duration. /// If false, time is added on-top of any existing forced knockdown. /// [DataField, AutoNetworkedField] public bool Refresh = true; /// /// Should the entity try and stand automatically? /// [DataField, AutoNetworkedField] public bool AutoStand = true; /// /// Should the entity drop their items upon first being knocked down? /// [DataField, AutoNetworkedField] public bool Drop = true; }