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; }