using Content.Server.Destructible.Thresholds.Behaviors;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Explosion.Components
{
///
/// Specifies an explosion range should this entity be exploded.
///
///
/// Explosions can be caused by:
///
/// - Reaching a damage threshold that causes a
/// - Being triggered via the
/// - Manually by some other system via functions in (for example, chemistry's
/// ).
///
///
[RegisterComponent]
public class ExplosiveComponent : Component
{
public override string Name => "Explosive";
[DataField("devastationRange")]
public int DevastationRange;
[DataField("heavyImpactRange")]
public int HeavyImpactRange;
[DataField("lightImpactRange")]
public int LightImpactRange;
[DataField("flashRange")]
public int FlashRange;
public bool Exploding { get; set; } = false;
}
}