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; }