using Robust.Shared.GameStates; using Robust.Shared.Serialization; 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. /// [RegisterComponent, NetworkedComponent] [Access(typeof(SharedInteractionSystem))] public sealed class InteractionRelayComponent : Component { /// /// The entity the interactions are being relayed to. /// [ViewVariables] public EntityUid? RelayEntity; } /// /// Contains network state for /// [Serializable, NetSerializable] public sealed class InteractionRelayComponentState : ComponentState { public EntityUid? RelayEntity; public InteractionRelayComponentState(EntityUid? relayEntity) { RelayEntity = relayEntity; } }