using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Rotatable;
///
/// Allows an entity to be flipped (mirrored) by using a verb.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FlippableComponent : Component
{
///
/// Entity to replace this entity with when the current one is 'flipped'.
///
[DataField(required: true), AutoNetworkedField]
public EntProtoId MirrorEntity = default!;
}