Add reflection for crystals (#16426)
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using Content.Shared.Weapons.Reflect;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Can this entity be reflected.
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/// Only applies if it is shot like a projectile and not if it is thrown.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class ReflectiveComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("reflective")]
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public ReflectType Reflective = ReflectType.NonEnergy;
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}
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