using Content.Shared.Mobs;
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]
public sealed partial class CP14MagicEffectTargetMobStatusRequiredComponent : Component
{
[DataField]
public HashSet AllowedStates = new() { MobState.Alive };
}