using Content.Shared.Damage; using Robust.Shared.GameStates; namespace Content.Shared._DV.Body; /// /// Component that allows a body to deal or receive modified damage amounts based on their light level. /// Requires to function. /// [RegisterComponent, NetworkedComponent] public sealed partial class LightLevelDamageMultComponent : Component { [DataField] public float DarkReceivedMultiplier = 1.0f; [DataField] public float LightReceivedMultiplier = 1.0f; [DataField] public float LightDealtMultiplier = 1.0f; [DataField] public float DarkDealtMultiplier = 1.0f; [DataField] public DamageModifierSet? DarkReceivedModifiers = default!; [DataField] public DamageModifierSet? LightReceivedModifiers = default!; [DataField] public DamageModifierSet? DarkDealtModifiers = default!; [DataField] public DamageModifierSet? LightDealtModifiers = default!; }