using Content.Shared.Whitelist; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._CP14.MagicEssence; /// /// /// [RegisterComponent, NetworkedComponent] [Access(typeof(CP14MagicEssenceSystem))] public sealed partial class CP14MagicEssenceSplitterComponent : Component { [DataField] public EntProtoId ImpactEffect = "CP14EssenceSplitterImpactEffect"; [DataField] public float ThrowForce = 10f; [DataField] public EntityWhitelist? Whitelist; }