using Content.Shared.Weapons.Reflect;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Hitscan.Components;
///
/// Hitscan entities with this component will get reflected by certain things (E.G energy swords).
///
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanReflectComponent : Component
{
///
/// The reflective type, will only reflect from entities that have a matching reflection type.
///
[DataField]
public ReflectType ReflectiveType = ReflectType.Energy;
///
/// The maximum number of reflections the laser will make.
///
[DataField]
public int MaxReflections = 3;
///
/// Current number of times this hitscan entity was reflected. Will not be more than
///
[DataField]
public int CurrentReflections;
}