using Robust.Shared.GameStates; namespace Content.Shared._DV.Abilities.Felinid; /// /// Causes players to randomly vomit when trying to pick this up, or when it gets thrown at them. /// [RegisterComponent, NetworkedComponent, Access(typeof(SharedFelinidSystem))] public sealed partial class HairballComponent : Component { /// /// The solution to put purged chemicals into. /// [DataField] public string SolutionName = "hairball"; /// /// Probability of someone vomiting when picking it up or getting it thrown at them. /// [DataField] public float VomitProb = 0.2f; }