using Content.Shared.Damage; using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.Climbing; /// /// Makes entity do damage and stun entities with ClumsyComponent /// upon DragDrop or Climb interactions. /// [RegisterComponent, NetworkedComponent, Access(typeof(BonkSystem))] public sealed class BonkableComponent : Component { /// /// Chance of bonk triggering if the user is clumsy. /// [DataField("bonkClumsyChance")] public float BonkClumsyChance = 0.75f; /// /// Sound to play when bonking. /// /// [DataField("bonkSound")] public SoundSpecifier? BonkSound; /// /// How long to stun players on bonk, in seconds. /// /// [DataField("bonkTime")] public float BonkTime = 2; /// /// How much damage to apply on bonk. /// /// [DataField("bonkDamage")] public DamageSpecifier? BonkDamage; }