using Content.Shared.Damage; using Robust.Shared.Audio; namespace Content.Server.Weapons.Melee.WeaponRandom; [RegisterComponent] internal sealed 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"); }