using Content.Shared.Chemistry.EntitySystems; using Robust.Shared.GameStates; namespace Content.Shared.Chemistry.Components; [RegisterComponent, NetworkedComponent, Access(typeof(SolutionSpikerSystem))] public sealed partial class SolutionSpikerComponent : Component { /// /// The source solution to take the reagents from in order /// to spike the other solution container. /// [DataField(required: true)] public string SourceSolution = string.Empty; /// /// If spiking with this entity should ignore empty containers or not. /// [DataField] public bool IgnoreEmpty; /// /// If true, the entity is deleted after spiking. /// This is almost certainly what you want. /// [DataField] public bool Delete = true; /// /// What should pop up when spiking with this entity. /// [DataField] public LocId Popup = "spike-solution-generic"; /// /// What should pop up when spiking fails because the container was empty. /// [DataField] public LocId PopupEmpty = "spike-solution-empty-generic"; }