using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components;
///
/// Component used on a status effect entity to modify damage taken.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class DamageModifierStatusEffectComponent : Component
{
///
/// The modifier prototype to apply.
///
[DataField(required: true)]
public DamageModifierSet Modifiers;
}