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;
}