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; }