using Robust.Shared.GameStates; namespace Content.Shared.Weapons.Misc; /// /// Added to entities tethered by a tethergun. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class TetheredComponent : Component { [DataField("tetherer"), AutoNetworkedField] public EntityUid Tetherer; [ViewVariables(VVAccess.ReadWrite), DataField("originalAngularDamping"), AutoNetworkedField] public float OriginalAngularDamping; }