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 }; }