using Robust.Shared.GameStates; namespace Content.Shared._Shitmed.StatusEffects; /// /// For use as a status effect. Creates the same effect as a flash grenade. /// [RegisterComponent, NetworkedComponent] public sealed partial class SpawnFlashComponent : SpawnEntityEffectComponent { public override string EntityPrototype { get; set; } = "AdminInstantEffectFlash"; public override bool AttachToParent { get; set; } = true; }