using Content.Shared.Atmos; using Robust.Shared.GameStates; namespace Content.Shared._DV.Projectiles; /// /// Modifies projectile damage when atmospheric pressure is above a threshold. /// Default is for a PKA bolt. /// [RegisterComponent, NetworkedComponent, Access(typeof(SharedPressureProjectileSystem))] public sealed partial class PressureProjectileComponent : Component { /// /// Max pressure to allow full damage at. /// If it exceeds this at point of impact, damage gets modified by . /// [DataField] public float MaxPressure = Atmospherics.OneAtmosphere * 0.5f; /// /// Multiplies projectile damage by this modifier when below . /// [DataField] public float Modifier = 0.25f; }