using Content.Shared.GameObjects.Components.Mobs; using Robust.Shared.GameObjects; namespace Content.Server.GameObjects.Components.Mobs { /// /// Stores whether an entity is in "combat mode" /// This is used to differentiate between regular item interactions or /// using *everything* as a weapon. /// [RegisterComponent] [ComponentReference(typeof(SharedCombatModeComponent))] public sealed class CombatModeComponent : SharedCombatModeComponent { } }