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; }