using Content.Shared.Projectiles; using Robust.Shared.GameObjects; namespace Content.Client.Projectiles { [RegisterComponent] [ComponentReference(typeof(SharedProjectileComponent))] public sealed class ProjectileComponent : SharedProjectileComponent { public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { if (curState is ProjectileComponentState compState) { Shooter = compState.Shooter; IgnoreShooter = compState.IgnoreShooter; } } } }