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;
}