diff --git a/Content.Shared/CombatMode/Pacification/PacifiedComponent.cs b/Content.Shared/CombatMode/Pacification/PacifiedComponent.cs
index 96081e5dc6..1ec48dc213 100644
--- a/Content.Shared/CombatMode/Pacification/PacifiedComponent.cs
+++ b/Content.Shared/CombatMode/Pacification/PacifiedComponent.cs
@@ -17,33 +17,46 @@ namespace Content.Shared.CombatMode.Pacification;
[Access(typeof(PacificationSystem))]
public sealed partial class PacifiedComponent : Component
{
+ ///
+ /// If true, this will prevent you from disarming opponents in combat.
+ ///
[DataField]
public bool DisallowDisarm = false;
///
- /// If true, this will disable combat entirely instead of only disallowing attacking living creatures and harmful things.
+ /// If true, this will disable combat entirely instead of only disallowing attacking living creatures and harmful things.
///
[DataField]
public bool DisallowAllCombat = false;
///
- /// When attempting attack against the same entity multiple times,
- /// don't spam popups every frame and instead have a cooldown.
+ /// When attempting attack against the same entity multiple times,
+ /// don't spam popups every frame and instead have a cooldown.
///
[DataField]
public TimeSpan PopupCooldown = TimeSpan.FromSeconds(3.0);
+ ///
+ /// Time at which the next popup can be shown.
+ ///
[DataField]
[AutoPausedField]
public TimeSpan? NextPopupTime = null;
///
- /// The last entity attacked, used for popup purposes (avoid spam)
+ /// The last entity attacked, used for popup purposes (avoid spam)
///
[DataField]
public EntityUid? LastAttackedEntity = null;
+ ///
+ /// The alert to show to owners of this component.
+ ///
[DataField]
public ProtoId PacifiedAlert = "Pacified";
+
+ // Prevent cheat clients from using this to identify thieves and players that cannot fight back.
+ // This should not matter for prediction reasons since it only blocks user input.
+ public override bool SendOnlyToOwner => true;
}