using Robust.Shared.GameStates; namespace Content.Shared.Delivery; /// /// Component given to deliveries. /// Allows the delivery to be broken. /// If intact, applies a small multiplier, otherwise substracts it. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(DeliveryModifierSystem))] public sealed partial class DeliveryFragileComponent : Component { /// /// Multiplier to use when the delivery is intact. /// [DataField] public float IntactMultiplierOffset = 0.15f; /// /// Multiplier to use when the delivery is broken. /// [DataField] public float BrokenMultiplierOffset = -0.33f; /// /// Whether this priority has already been broken or not. /// [DataField, AutoNetworkedField] public bool Broken; }