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!;
}