using Robust.Shared.GameStates; namespace Content.Shared._White.Explosion { [RegisterComponent, NetworkedComponent] [AutoGenerateComponentState] [Access(typeof(SharedExplosionSystem))] public sealed partial class ExplosionShockWaveComponent : Component { /// /// The rate at which the wave fades, lower values means it's active for longer. /// [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float FalloffPower = 40f; /// /// How sharp the wave distortion is. Higher values make the wave more pronounced. /// [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float Sharpness = 10.0f; /// /// Width of the wave. /// [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float Width = 0.8f; } }