using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
///
/// Triggers when colliding with another entity.
/// The user is the entity collided with.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnCollideComponent : BaseTriggerOnXComponent
{
///
/// The fixture with which to collide.
///
[DataField(required: true), AutoNetworkedField]
public string FixtureID = string.Empty;
///
/// Doesn't trigger if the other colliding fixture is nonhard.
///
[DataField, AutoNetworkedField]
public bool IgnoreOtherNonHard = true;
}