using Content.Shared.Damage; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._Shitmed.Medical.Surgery.Effects.Step; [RegisterComponent, NetworkedComponent] public sealed partial class SurgeryDamageChangeEffectComponent : Component { [DataField] public DamageSpecifier Damage = default!; [DataField] public float SleepModifier = 0.5f; [DataField] public bool IsConsumable; }