using Robust.Shared.GameStates; namespace Content.Shared.HotPotato; /// /// Added to an activated hot potato. Controls hot potato transfer on server / effect spawning on client. /// [RegisterComponent, NetworkedComponent] [Access(typeof(SharedHotPotatoSystem))] public sealed class ActiveHotPotatoComponent : Component { /// /// Hot potato effect spawn cooldown in seconds /// [DataField("effectCooldown"), ViewVariables(VVAccess.ReadWrite)] public float EffectCooldown = 0.3f; /// /// Moment in time next effect will be spawned /// [ViewVariables(VVAccess.ReadWrite)] public TimeSpan TargetTime = TimeSpan.Zero; }