using Robust.Shared.GameStates; namespace Content.Shared._ES.Physics.PreventCollide.Components; /// /// Component that causes collisions with target entities to be excluded. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(ESPreventCollideSystem), Other = AccessPermissions.None)] public sealed partial class ESPreventCollideComponent : Component { /// /// Entities that this object will not collide with. /// [DataField, AutoNetworkedField] public HashSet Entities = new(); }