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;
}
}