using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Misc;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class TetherGunComponent : BaseForceGunComponent
{
[ViewVariables(VVAccess.ReadWrite), DataField("maxDistance"), AutoNetworkedField]
public float MaxDistance = 10f;
///
/// The entity the tethered target has a joint to.
///
[DataField("tetherEntity"), AutoNetworkedField]
public override EntityUid? TetherEntity { get; set; }
///
/// The entity currently tethered.
///
[ViewVariables(VVAccess.ReadWrite), DataField("tethered"), AutoNetworkedField]
public override EntityUid? Tethered { get; set; }
}