using Content.Shared.Trigger.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Will inflict stamina to an entity when triggered.
/// If TargetUser is true it the user will have stamina inflicted instead.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class StaminaDamageOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Should the inflicted stamina ignore resistances?
///
[DataField, AutoNetworkedField]
public bool IgnoreResistances;
///
/// The stamina amount that is inflicted to the target.
/// May be further modified by subscriptions.
///
[DataField(required: true), AutoNetworkedField]
public float Stamina;
}