using Content.Shared.GameObjects.Components.Projectiles; using Robust.Shared.GameObjects; namespace Content.Client.GameObjects.Components.Projectiles { [RegisterComponent] public class ProjectileComponent : SharedProjectileComponent { protected override EntityUid Shooter => _shooter; private EntityUid _shooter; public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { if (curState is ProjectileComponentState compState) { _shooter = compState.Shooter; IgnoreShooter = compState.IgnoreShooter; } } } }