using Robust.Shared.GameStates; using Content.Shared.Humanoid; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; using Robust.Shared.Prototypes; namespace Content.Shared.Whistle; /// /// Spawn attached entity for entities in range with . /// [RegisterComponent, NetworkedComponent] public sealed partial class WhistleComponent : Component { /// /// Entity prototype to spawn /// [DataField] public EntProtoId Effect = "WhistleExclamation"; /// /// Range value. /// [DataField] public float Distance = 0; }