using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Launches the owner of this component when triggered.
/// If TargetUser is true, this launches the entity that was collided with instead (because the "user" is the thing that's caused the collision, i.e. the other object).
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class LaunchOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// A linear impulse applied to the target, measured in kg * m / s
///
[DataField, AutoNetworkedField]
public float Impulse = 10.0f;
}