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