using Content.Shared.EntityTable; using Content.Shared.Maps; using Content.Shared.Storage; using Robust.Shared.Prototypes; namespace Content.Shared.Procedural.PostGeneration; /// /// Spawns on the boundary tiles of rooms. /// public sealed partial class WallMountDunGen : IDunGenLayer { /// /// Chance per free tile to spawn a wallmount. /// [DataField] public double Prob = 0.1; [DataField(required: true)] public ProtoId Tile; [DataField(required: true)] public ProtoId Contents; }