using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Triggers; /// /// Triggers when this entity is swung as a melee weapon, regardless of whether it hits something. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class TriggerOnMeleeSwingComponent : BaseTriggerOnXComponent { /// /// If true, the "user" of the trigger is the entity hit by the melee. User is null if nothing is hit. /// If false, user is the entity which attacked with the melee weapon. /// /// If true and multiple targets are hit, the user is randomly chosen from hit entities. [DataField, AutoNetworkedField] public bool TargetIsUser; }