using Content.Shared.Damage.Prototypes; using Content.Shared.FixedPoint; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._Offbrand.Wounds; [RegisterComponent, NetworkedComponent] [Access(typeof(MaximumDamageSystem))] public sealed partial class MaximumDamageComponent : Component { /// /// The maximum damages that can be acquired /// [DataField(required: true)] public Dictionary, (FixedPoint2 Base, FixedPoint2 Factor)> Damage = default!; }