using Content.Shared._Shitmed.Targeting;
using Content.Shared.Damage;
using Robust.Shared.Audio;
namespace Content.Server.Weapons.Melee.WeaponRandom;
[RegisterComponent]
internal sealed partial class WeaponRandomComponent : Component
{
///
/// Amount of damage that will be caused. This is specified in the yaml.
///
[DataField("damageBonus")]
public DamageSpecifier DamageBonus = new();
///
/// Chance for the damage bonus to occur (1 = 100%).
///
[DataField, ViewVariables(VVAccess.ReadWrite)] //WWDP EDIT
public float RandomDamageChance = 0.00001f;
///
/// Sound effect to play when the damage bonus occurs.
///
[DataField("damageSound")]
public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
//WWDP EDIT START
///
/// Apply throwing bonus instead of melee
///
[DataField]
public bool ApplyBonusOnThrow;
///
/// Forces all successful throws to target this specific body part.
///
[DataField]
public TargetBodyPart? ForcedThrowTargetPart;
///
/// Temporary flag indicating that a critical throw is in progress
///
/// ///
/// Set during ThrowDoHitEvent if critical chance check passes,
/// then consumed in GetThrowingDamageEvent to add bonus damage.
///
[DataField]
public bool IsCriticalThrow;
//WWDP EDIT END
}