using Robust.Shared.GameStates; namespace Content.Shared.Traits.Assorted.Components; /// /// This is used for any trait that modifies the Melee System implementation of Health Contest /// [RegisterComponent, NetworkedComponent] public sealed partial class AdrenalineComponent : Component { /// /// When true, multiplies by the inverse of the resulting Contest. /// [DataField] public bool Inverse { get; private set; } = false; /// /// Used as the RangeModifier input for a Health Contest. /// [DataField] public float RangeModifier { get; private set; } = 1; /// /// Used as the BypassClamp input for a Health Contest. /// [DataField] public bool BypassClamp { get; private set; } = false; }