using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Melee.Components;
///
/// This is used for adding in bonus damage via
/// This exists only for event relays and doing entity shenanigans.
///
[RegisterComponent, NetworkedComponent, Access(typeof(SharedMeleeWeaponSystem))]
public sealed partial class BonusMeleeDamageComponent : Component
{
///
/// The damage that will be added.
///
[DataField("bonusDamage")]
public DamageSpecifier? BonusDamage;
///
/// A modifier set for the damage that will be dealt.
///
[DataField("damageModifierSet")]
public DamageModifierSet? DamageModifierSet;
///
/// A flat damage increase added to
///
[DataField("heavyDamageFlatModifier"), ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 HeavyDamageFlatModifier;
///
/// A value multiplier by the value of
///
[DataField("heavyDamageMultiplier"), ViewVariables(VVAccess.ReadWrite)]
public float HeavyDamageMultiplier = 1;
}