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; } }