using Content.Shared.Anomaly; namespace Content.Server.Anomaly.Components; /// /// This is used for projectiles which affect anomalies through colliding with them. /// [RegisterComponent] public sealed class AnomalousParticleComponent : Component { /// /// The type of particle that the projectile /// imbues onto the anomaly on contact. /// [DataField("particleType", required: true)] public AnomalousParticleType ParticleType; /// /// The fixture that's checked on collision. /// [DataField("fixtureId")] public string FixtureId = "projectile"; }