using Content.Shared.Wieldable; using Robust.Shared.GameStates; namespace Content.Shared.Weapons.Ranged.Components; /// /// Indicates that this gun requires wielding to be useable. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(WieldableSystem))] public sealed partial class GunRequiresWieldComponent : Component { [DataField, AutoNetworkedField] public TimeSpan LastPopup; [DataField, AutoNetworkedField] public TimeSpan PopupCooldown = TimeSpan.FromSeconds(1); }