using Robust.Shared.GameStates; namespace Content.Shared.Conveyor; /// /// Indicates this entity is currently contacting a conveyor and will subscribe to events as appropriate. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class ConveyedComponent : Component { // TODO: Delete if pulling gets fixed. /// /// True if currently conveying. /// [DataField, AutoNetworkedField] public bool Conveying; }