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using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
/// <summary>
/// Adjusts fire stacks on trigger, optionally setting them on fire as well.
/// Requires <see cref="FlammableComponent"/> to ignite the target.
/// If TargetUser is true they will have their firestacks adjusted instead.
/// </summary>
/// <seealso cref="IgniteOnTriggerComponent"/>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FireStackOnTriggerComponent : BaseXOnTriggerComponent
{
/// <summary>
/// How many fire stacks to add or remove.
/// </summary>
[DataField, AutoNetworkedField]
public float FireStacks;
/// <summary>
/// If true, the target will be set on fire if it isn't already.
/// If false does nothing.
/// </summary>
[DataField, AutoNetworkedField]
public bool DoIgnite = true;
}