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";
}