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;
}