using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Damage.Components; [NetworkedComponent, RegisterComponent] public sealed partial class DamageContactsComponent : Component { /// /// The damage done each second to those touching this entity /// [DataField("damage", required: true)] public DamageSpecifier Damage = new(); /// /// Entities that aren't damaged by this entity /// [DataField("ignoreWhitelist")] public EntityWhitelist? IgnoreWhitelist; }