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;
}