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;
}