using Content.Shared.Damage;
using Robust.Shared.Audio;
namespace Content.Server.Weapons.Melee.WeaponRandom;
[RegisterComponent]
internal sealed partial class WeaponRandomComponent : Component
{
///
/// Amount of damage that will be caused. This is specified in the yaml.
///
[DataField("damageBonus")]
public DamageSpecifier DamageBonus = new();
///
/// Chance for the damage bonus to occur.
///
[ViewVariables(VVAccess.ReadWrite)]
public float RandomDamageChance = 0.00001f;
///
/// If this is true then the random damage will occur.
///
[DataField("randomDamage")]
public bool RandomDamage = true;
///
/// If this is true then the weapon will have a unique interaction with cluwnes.
///
[DataField("antiCluwne")]
public bool AntiCluwne = true;
///
/// Noise to play when the damage bonus occurs.
///
[DataField("damageSound")]
public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
}