using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Spawns a protoype when triggered.
/// If TargetUser is true it will be spawned at their location.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SpawnOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// The prototype to spawn.
///
[DataField(required: true), AutoNetworkedField]
public EntProtoId Proto = string.Empty;
///
/// Use MapCoordinates for spawning?
/// Set to true if you don't want the new entity parented to the spawner.
///
[DataField, AutoNetworkedField]
public bool UseMapCoords;
///
/// Whether or not to use predicted spawning.
///
[DataField, AutoNetworkedField]
public bool Predicted;
}