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;
}