- type: entity
  parent: MedicalPod
  id: MedicalPodFilled
  suffix: Filled, Random
  components:
  - type: StorageFill
    contents:
    - id: SpawnRandomHumanoidCorpseMedicalBountyService
      orGroup: body
      prob: 0.25
    - id: SpawnRandomHumanoidCorpseMedicalBountyMedical
      orGroup: body
      prob: 0.2
    - id: SpawnRandomHumanoidCorpseMedicalBountyCargo
      orGroup: body
      prob: 0.15
    - id: SpawnRandomHumanoidCorpseMedicalBountyEngineering
      orGroup: body
      prob: 0.15
    - id: SpawnRandomHumanoidCorpseMedicalBountyScience
      orGroup: body
      prob: 0.1
    - id: SpawnRandomHumanoidCorpseMedicalBountySecurity
      orGroup: body
      prob: 0.1
    - id: SpawnRandomHumanoidCorpseMedicalBountyCommand
      orGroup: body
      prob: 0.05
  - type: Sprite # Fix our initial state (occupied, occupied-unlit visible).  This sucks.
    noRot: true
    sprite: _NF/Structures/Storage/emergency_pod.rsi
    layers:
    - state: base
      map: ["enum.StorageVisualLayers.Base"]
    - state: window-closed
      map: ["enum.StorageVisualLayers.Door"]
    - state: antenna-unlit
      shader: unshaded
    - state: healthanalyzer-unlit
      shader: unshaded
      map: ["healthanalyzer"]
    - state: occupied-unlit
      shader: unshaded
      map: ["occupied"]
