using Robust.Shared.GameStates;
namespace Content.Shared.Follower.Components;
// TODO properly network this and followercomp.
///
/// Attached to entities that are currently being followed by a ghost.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(FollowerSystem))]
public sealed partial class FollowedComponent : Component
{
[DataField, AutoNetworkedField]
public HashSet Following = new();
}