using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Interaction;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Climbing
{
[RegisterComponent, NetworkedComponent]
public sealed class ClimbableComponent : Component
{
///
/// The range from which this entity can be climbed.
///
[DataField("range")] public float Range = SharedInteractionSystem.InteractionRange / 1.4f;
///
/// The time it takes to climb onto the entity.
///
[DataField("delay")]
public float ClimbDelay = 0.8f;
///
/// If set, people can bonk on this if is set or if they are clumsy.
///
[DataField("bonk")] public bool Bonk = false;
///
/// Chance of bonk triggering if the user is clumsy.
///
[DataField("bonkClumsyChance")]
public float BonkClumsyChance = 0.75f;
///
/// Sound to play when bonking.
///
///
[DataField("bonkSound")]
public SoundSpecifier? BonkSound;
///
/// How long to stun players on bonk, in seconds.
///
///
[DataField("bonkTime")]
public float BonkTime = 2;
///
/// How much damage to apply on bonk.
///
///
[DataField("bonkDamage")]
public DamageSpecifier? BonkDamage;
}
}