using Content.Shared.Chemistry.Reagent; using Content.Shared.EntityEffects; using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Server.Tiles; /// /// Applies effects upon stepping onto a tile. /// [RegisterComponent, Access(typeof(TileEntityEffectSystem))] public sealed partial class TileEntityEffectComponent : Component { /// /// List of effects that should be applied. /// [DataField] public List Effects = default!; }