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;
}