using Robust.Shared.GameStates; namespace Content.Shared._RMC14.Explosion.Components { [RegisterComponent, NetworkedComponent] [AutoGenerateComponentState] public sealed partial class RMCExplosionShockWaveComponent : Component { /// /// The rate at which the wave fades, lower values means it's active for longer. /// [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float? FalloffPower = 20f; /// /// How sharp the wave distortion is. Higher values make the wave more pronounced. /// [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float Sharpness = 5.0f; /// /// Width of the wave. /// [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float? Width = 0.8f; [DataField] public TimeSpan CreationTime; } }