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 }