using Robust.Shared.GameStates; namespace Content.Shared.SegmentedEntity; /// /// This is a tracking component used for storing quick reference information related to a Lamia's main body on each of her segments, /// which is needed both for simplifying a lot of code, as well as tracking who the original body was. /// None of these are Datafields for a reason, they are modified by the original parent body upon spawning her segments. /// [RegisterComponent, NetworkedComponent] public sealed partial class SegmentedEntitySegmentComponent : Component { [ViewVariables] public EntityUid AttachedToUid = default!; [ViewVariables] public float DamageModifyFactor = default!; [ViewVariables] public float OffsetSwitching = default!; [ViewVariables] public float ScaleFactor = default!; [ViewVariables] public float DamageModifierCoefficient = default!; [ViewVariables] public float ExplosiveModifyFactor = default!; [ViewVariables] public float OffsetConstant = default!; [ViewVariables] public EntityUid Lamia = default!; [ViewVariables] public int MaxSegments = default!; [ViewVariables] public int SegmentNumber = default!; [ViewVariables] public float DamageModifierConstant = default!; [ViewVariables] public string? SegmentId; }