using Content.Shared.Maps; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Anomaly.Effects.Components; [RegisterComponent, NetworkedComponent, Access(typeof(SharedTileAnomalySystem))] public sealed partial class TileSpawnAnomalyComponent : Component { /// /// All types of floors spawns with their settings /// [DataField] public List Entries = new(); } [DataRecord] public partial record struct TileSpawnSettingsEntry() { /// /// The tile that is spawned by the anomaly's effect /// public ProtoId Floor { get; set; } = default!; public AnomalySpawnSettings Settings { get; set; } = new(); }