using Content.Server.Stunnable.Systems; using Content.Shared.Whitelist; namespace Content.Server.Stunnable.Components; /// /// Adds stun when it collides with an entity /// [RegisterComponent, Access(typeof(StunOnCollideSystem))] public sealed partial class StunOnCollideComponent : Component { // TODO: Can probably predict this. [DataField] public TimeSpan StunAmount = TimeSpan.FromSeconds(5); [DataField] public TimeSpan KnockdownAmount = TimeSpan.FromSeconds(5); [DataField] public TimeSpan SlowdownAmount = TimeSpan.FromSeconds(10); [DataField] public float WalkSpeedMultiplier = 1f; [DataField] public float RunSpeedMultiplier = 1f; /// /// Fixture we track for the collision. /// [DataField] public string FixtureId = "projectile"; /// /// Entities excluded from collision check. /// [DataField] public EntityWhitelist? Blacklist; }