using Content.Shared.Chemistry.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Clumsy.Components;
///
/// Afflicted entity will occasionally use syringes on themselves instead of their target.
///
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(ClumsyStatusEffectSystem))]
public sealed partial class ClumsyInjectorStatusEffectComponent : 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-hypospray-fail-message";
}