using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Rotatable; /// /// Allows an entity to be flipped (mirrored) by using a verb. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class FlippableComponent : Component { /// /// Entity to replace this entity with when the current one is 'flipped'. /// [DataField(required: true), AutoNetworkedField] public EntProtoId MirrorEntity = default!; }