using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Anomaly.Effects.Components; [RegisterComponent, NetworkedComponent, Access(typeof(SharedEntityAnomalySystem))] public sealed partial class EntitySpawnAnomalyComponent : Component { /// /// All types of entity spawns with their settings /// [DataField] public List Entries = new(); } [DataRecord] public partial record struct EntitySpawnSettingsEntry() { /// /// A list of entities that are random picked to be spawned on each pulse /// public List Spawns { get; set; } = new(); public AnomalySpawnSettings Settings { get; set; } = new(); }