using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Buckle.Components;
///
/// Component that makes an entity ignite entities that are buckled to it.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class IgniteOnBuckleComponent : Component
{
///
/// How many fire stacks to add per cycle.
///
[DataField]
public float FireStacks = 0.5f;
///
/// How frequently the ignition should be applied, in seconds.
///
[DataField]
public float IgniteTime = 1f;
///
/// Maximum fire stacks that can be added by this source.
/// If target already has this many or more fire stacks, no additional stacks will be added.
/// Null means unlimited.
///
[DataField]
public float? MaxFireStacks = 2.5f;
}