using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components
{
// TODO It'd be nice if this could be a destructible threshold, but on the other hand,
// that doesn't really work with events at all, and
[RegisterComponent, NetworkedComponent]
public sealed class SlowOnDamageComponent : Component
{
///
/// Damage -> movespeed dictionary. This is -damage-, not -health-.
///
[DataField("speedModifierThresholds", required: true)]
public readonly Dictionary SpeedModifierThresholds = default!;
}
}