using Content.Shared.Damage; using Content.Shared._Shitmed.Targeting; // Shitmed using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Will damage an entity when triggered. /// If TargetUser is true it the user will take damage instead. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class DamageOnTriggerComponent : BaseXOnTriggerComponent { /// /// Should the damage ignore resistances? /// [DataField, AutoNetworkedField] public bool IgnoreResistances; /// /// The base damage amount that is dealt. /// May be further modified by subscriptions. /// [DataField(required: true), AutoNetworkedField] public DamageSpecifier Damage = default!; /// /// Shitmed Change: Lets mousetraps, etc. target the feet. /// [DataField] public TargetBodyPart? TargetPart = TargetBodyPart.Feet; }