using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Physics; /// /// Use this to allow a specific UID to prevent collides /// [RegisterComponent, NetworkedComponent] public sealed partial class PreventCollideComponent : Component { public EntityUid Uid; } [Serializable, NetSerializable] public sealed class PreventCollideComponentState : ComponentState { public NetEntity Uid; public PreventCollideComponentState(NetEntity netEntity) { Uid = netEntity; } }