using System.Numerics; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; // imp edit using Content.Shared.Alert; // imp edit namespace Content.Shared._DV.Waddle; /// /// Adds to the user when worn. /// All non-null fields get set on the above component. /// [RegisterComponent, NetworkedComponent, Access(typeof(WaddleClothingSystem))] [AutoGenerateComponentState] public sealed partial class WaddleWhenWornComponent : Component { /// /// /// [DataField] public Vector2? HopIntensity; /// /// /// [DataField] public float? TumbleIntensity; /// /// /// [DataField] public TimeSpan? AnimationLength; /// /// /// [DataField] public float? RunAnimationLengthMultiplier; /// /// Used to prevent double-removing WaddleAnimation, e.g. if you have a species that waddles. /// [DataField, AutoNetworkedField] public bool AddedWaddle; /// /// Alert displayed while waddling is on. Imp addition /// [DataField] public ProtoId? WaddlingAlert; }