using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Trigger.Components.Effects; /// /// Spawns a protoype when triggered. /// If TargetUser is true it will be spawned at their location. /// /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class SpawnOnTriggerComponent : BaseXOnTriggerComponent { /// /// The prototype to spawn. /// [DataField(required: true), AutoNetworkedField] public EntProtoId Proto = string.Empty; /// /// Use MapCoordinates for spawning? /// Set to true if you don't want the new entity parented to the spawner. /// [DataField, AutoNetworkedField] public bool UseMapCoords; /// /// Whether or not to use predicted spawning. /// [DataField, AutoNetworkedField] public bool Predicted; }