29 lines
978 B
C#
29 lines
978 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared._Starlight.Combat.Effects.Components;
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/// <summary>
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/// Component that marks armor pieces as capable of producing spark effects
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/// when hit by SP or HP hitscan bullets with sufficient pierce resistance or Rock material.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ArmorSparkEffectComponent : Component
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{
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/// <summary>
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/// The prototype ID of the spark effect entity to spawn.
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/// </summary>
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[DataField("sparkEffectPrototype")]
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public string SparkEffectPrototype = "ArmorSparkEffect";
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/// <summary>
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/// The sound collection ID to play when sparks occur.
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/// </summary>
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[DataField("ricochetSoundCollection")]
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public string RicochetSoundCollection = "armor_ricochet";
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/// <summary>
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/// Maximum random offset for spark positioning within the tile.
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/// </summary>
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[DataField("maxOffset")]
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public float MaxOffset = 0.4f;
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}
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