using Content.Shared.Damage.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components;
///
/// With this component, will consume battery charge and will not work if there is less than needed.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedStaminaSystem))]
public sealed partial class StaminaDamageOnHitRequiresChargeComponent : Component
{
///
/// The amount of battery charge required for the hit.
///
[DataField(required: true), AutoNetworkedField]
public float RequiredCharge;
}