using Robust.Shared.GameStates; namespace Content.Shared._CP14.Damageable; /// /// Increases or decreases incoming damage, regardless of the damage type. /// Unlike standard Damageable modifiers, this value can be changed during the game. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class CP14DamageableModifierComponent : Component { [DataField, AutoNetworkedField] public float Modifier = 1f; }