using Content.Shared.DoAfter;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared._Offbrand.Wounds;
[RegisterComponent, NetworkedComponent]
[Access(typeof(CprSystem))]
public sealed partial class CprTargetComponent : Component
{
///
/// The status effect to apply when CPR is performed
///
[DataField(required: true)]
public EntProtoId Effect;
///
/// How long the CPR effect lasts
///
[DataField(required: true)]
public TimeSpan EffectDuration;
///
/// How long the doafter takes
///
[DataField(required: true)]
public TimeSpan DoAfterDuration;
///
/// Which wound can be caused by CPR
///
[DataField(required: true)]
public EntProtoId Wound;
///
/// How likely is the wound to happen when CPR happens?
///
[DataField(required: true)]
public double WoundProbability;
[DataField]
public LocId WoundPopup = "cpr-wound-caused";
[DataField]
public LocId UserPopup = "cpr-target-started-user";
[DataField]
public LocId OtherPopup = "cpr-target-started-others";
}
[Serializable, NetSerializable]
public sealed partial class CprDoAfterEvent : SimpleDoAfterEvent;