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";
}