using Robust.Shared.GameObjects; using Robust.Shared.ViewVariables; namespace Content.Server.GameObjects.Components.Mobs { /// /// Stores whether an entity is in "combat mode" /// This is used to differentiate between regular item interactions or /// using *everything* as a weapon. /// public sealed class CombatModeComponent : Component { public override string Name => "CombatMode"; [ViewVariables(VVAccess.ReadWrite)] public bool IsInCombatMode { get; set; } } }