using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Adjusts fire stacks on trigger, optionally setting them on fire as well. /// Requires to ignite the target. /// If TargetUser is true they will have their firestacks adjusted instead. /// /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class FireStackOnTriggerComponent : BaseXOnTriggerComponent { /// /// How many fire stacks to add or remove. /// [DataField, AutoNetworkedField] public float FireStacks; /// /// If true, the target will be set on fire if it isn't already. /// If false does nothing. /// [DataField, AutoNetworkedField] public bool DoIgnite = true; }