using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._White.Explosion; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(SharedExplosionSystem))] public sealed partial class ExplosionEffectComponent : Component { [DataField, AutoNetworkedField] public EntProtoId Explosion = "ExplosionEffectGrenade"; [DataField, AutoNetworkedField] public EntProtoId ShockWave = "ExplosionEffectGrenadeShockWave"; [DataField, AutoNetworkedField] public List ShrapnelEffects = new() { "ExplosionEffectShrapnel1", "ExplosionEffectShrapnel2" }; [DataField, AutoNetworkedField] public int MinShrapnel = 5; [DataField, AutoNetworkedField] public int MaxShrapnel = 9; [DataField, AutoNetworkedField] public float ShrapnelSpeed = 5; }