using Robust.Shared.GameStates;
namespace Content.Shared.Projectiles;
///
/// Stores a list of all stuck entities to release when this entity is deleted.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EmbeddedContainerComponent : Component
{
[DataField, AutoNetworkedField]
public HashSet EmbeddedObjects = new();
}