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();
}