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;
}