using Robust.Shared.GameStates;
using Content.Shared.Humanoid;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Prototypes;
namespace Content.Shared.Whistle;
///
/// Spawn attached entity for entities in range with .
///
[RegisterComponent, NetworkedComponent]
public sealed partial class WhistleComponent : Component
{
///
/// Entity prototype to spawn
///
[DataField]
public EntProtoId Effect = "WhistleExclamation";
///
/// Range value.
///
[DataField]
public float Distance = 0;
}