using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Atmos.Rotting; /// /// Lets an entity rot into another entity. /// Used by raw meat to turn into rotten meat. /// [RegisterComponent, NetworkedComponent] public sealed partial class RotIntoComponent : Component { /// /// Entity to rot into. /// [DataField(required: true)] public EntProtoId Entity; /// /// Rotting stage to turn at, this is a multiplier of the total rot time. /// 0 = rotting, 1 = bloated, 2 = extremely bloated /// [DataField] public int Stage; }