using Content.Server.Nutrition.EntitySystems;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Nutrition.Components
{
///
/// A food item with this component will be forcefully fed to anyone
///
[RegisterComponent, Friend(typeof(ForcefeedOnCollideSystem))]
public sealed class ForcefeedOnCollideComponent : Component
{
///
/// Since this component is primarily used by the pneumatic cannon, which adds this comp on throw start
/// and wants to remove it on throw end, this is set to false. However, you're free to change it if you want
/// something that can -always- be forcefed on collide, or something.
///
[DataField("removeOnThrowEnd")]
public bool RemoveOnThrowEnd = true;
}
}