using Content.Shared.Damage; using Content.Shared.Damage.Prototypes; using Content.Shared.FixedPoint; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.KillTome; /// /// Paper with that component is KillTome. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class KillTomeComponent : Component { /// /// if delay is not specified, it will use this default value /// [DataField, AutoNetworkedField] public TimeSpan DefaultKillDelay = TimeSpan.FromSeconds(40); /// /// Damage specifier that will be used to kill the target. /// [DataField, AutoNetworkedField] public DamageSpecifier Damage = new() { DamageDict = new Dictionary { { "Blunt", 200 } } }; /// /// to keep a track of already killed people so they won't be killed again /// [DataField] public HashSet KilledEntities = []; }