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;
}
}