using Robust.Shared.GameStates; namespace Content.Shared.Interaction.Components; /// /// Relays an entities interactions to another entity. /// This doesn't raise the same events, but just relays /// the clicks of the mouse. /// /// Note that extreme caution should be taken when using this, as this will probably bypass many normal can-interact checks. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(SharedInteractionSystem))] public sealed partial class InteractionRelayComponent : Component { /// /// The entity the interactions are being relayed to. /// [ViewVariables, AutoNetworkedField] public EntityUid? RelayEntity; }