using Content.Shared.Body.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.Serialization.Manager.Attributes; namespace Content.Server.Destructible.Thresholds.Behaviors { [UsedImplicitly] [DataDefinition] public sealed class GibBehavior : IThresholdBehavior { [DataField("recursive")] private bool _recursive = true; public void Execute(EntityUid owner, DestructibleSystem system) { if (system.EntityManager.TryGetComponent(owner, out SharedBodyComponent? body)) { body.Gib(_recursive); } } } }