using Content.Shared.Inventory; using Content.Shared.Weapons.Ranged.Systems; using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Weapons.Ranged.Components; /// /// This is used for relaying ammo events /// to an entity in the user's clothing slot. /// [RegisterComponent, NetworkedComponent, Access(typeof(SharedGunSystem))] public sealed partial class ClothingSlotAmmoProviderComponent : AmmoProviderComponent { /// /// The slot that the ammo provider should be located in. /// [DataField("targetSlot", required: true)] public SlotFlags TargetSlot; /// /// A whitelist for determining whether or not an ammo provider is valid. /// [DataField("providerWhitelist")] public EntityWhitelist? ProviderWhitelist; }