using Content.Shared.Medical; using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.Clumsy.Components; /// /// Afflicted entity will occasionally shock itself while using a defibrillator. /// /// [RegisterComponent, NetworkedComponent] [Access(typeof(ClumsyStatusEffectSystem))] public sealed partial class ClumsyDefibStatusEffectComponent : Component { /// /// How often to fail. /// [DataField] public float ClumsyChance = 0.5f; /// /// Sound played upon failure. /// [DataField] public SoundSpecifier? ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg"); /// /// Popup played to the afflicted when they fail. /// [DataField] public LocId? FailedMessage = "clumsy-defibrillator-fail-message"; }