using Robust.Shared.Prototypes; namespace Content.Server.Antag.Mimic; /// /// Replaces the relevant entities with mobs when the game rule is started. /// [RegisterComponent] public sealed partial class MobReplacementRuleComponent : Component { // If you want more components use generics, using a whitelist would probably kill the server iterating every single entity. [DataField] public EntProtoId Proto = "MobMimic"; /// /// Chance per-entity. /// [DataField] public float Chance = 0.004f; }