using Robust.Shared.GameStates; namespace Content.Shared._CP14.MagicSpell.Components; /// /// Allows you to limit the use of a spell based on the target's alive/dead status /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class CP14MagicEffectAliveTargetRequiredComponent : Component { [DataField, AutoNetworkedField] public bool Inverted = false; }