using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; namespace Content.Shared.Atmos.Rotting; /// /// Lets an entity rot into another entity. /// Used by raw meat to turn into rotten meat. /// [RegisterComponent, NetworkedComponent] public sealed partial class RotIntoComponent : Component { /// /// Entity to rot into. /// [DataField("entity", required: true, customTypeSerializer: typeof(PrototypeIdSerializer)), ViewVariables(VVAccess.ReadWrite)] public string Entity = string.Empty; /// /// Rotting stage to turn at, this is a multiplier of the total rot time. /// 0 = rotting, 1 = bloated, 2 = extremely bloated /// [DataField("stage"), ViewVariables(VVAccess.ReadWrite)] public int Stage; }