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;
}