using Robust.Shared.GameStates; namespace Content.Shared._Shitmed.StatusEffects; /// /// For use as a status effect. Spawns slimes. /// [RegisterComponent, NetworkedComponent] public sealed partial class SpawnSlimesComponent : SpawnEntityEffectComponent { public override string EntityPrototype { get; set; } = "MobAdultSlimesBlueAngry"; public override bool IsFriendly { get; set; } = true; }