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;
}