using Robust.Shared.GameStates;
namespace Content.Shared.Mousetrap;
///
/// Component inteded to be used for mouse traps.
/// Will stop step triggers from happening unless armed via
/// and will scale damage taken from
/// depending on mass.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MousetrapComponent : Component
{
///
/// Set this to change where the
/// inflection point in the damage scaling
/// equation will occur.
///
[DataField, AutoNetworkedField]
public int MassBalance = 10;
}