using Content.Shared.Damage.Prototypes; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.GhostTypes; /// /// Changes the entity sprite according to damage taken /// Slash may be shown by cuts and slashes on the ghost, Heat as flames, Cold as frostbite and ice, Radiation as a green glow, etc. /// [RegisterComponent, NetworkedComponent] public sealed partial class GhostSpriteStateComponent : Component { /// /// Prefix the GhostSpriteStateSystem will add to the name of the damage type it chooses. /// It should be identical to the prefix of the entity optional damage sprites. /// (Example) Ghosts sprites currently use a "ghost_" prefix for their optional damage states. /// [DataField] public string Prefix; /// /// Should link damage types names to an int, according to the amount of possible sprites for that specific type. /// (The GhostSpriteStateSystem will randomly choose between them) /// [DataField] public Dictionary, int> DamageMap = new(); }