using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Will gib the entity when triggered. /// If TargetUser is true the user will be gibbed instead. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class GibOnTriggerComponent : BaseXOnTriggerComponent { /// /// Should gibbing also delete the owners items? /// [DataField, AutoNetworkedField] public bool DeleteItems = false; }