using Content.Shared.FixedPoint; using Content.Shared.Mobs; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._Offbrand.Wounds; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(ShockThresholdsSystem))] public sealed partial class ShockThresholdsComponent : Component { /// /// The status effects to apply depending on the amount of pain. Highest threshold is selected. /// [DataField(required: true)] public SortedDictionary Thresholds; [DataField, AutoNetworkedField] public EntProtoId? CurrentThresholdState; /// /// The mob state to apply depending on the amount of pain. Highest threshold is selected. /// [DataField(required: true)] public SortedDictionary MobThresholds; [DataField, AutoNetworkedField] public MobState CurrentMobState = MobState.Alive; }