using Content.Shared.Physics; using Robust.Shared.GameStates; namespace Content.Shared.Weapons.Hitscan.Components; /// /// A basic raycast system that will shoot in a straight line when triggered. /// [RegisterComponent, NetworkedComponent] public sealed partial class HitscanBasicRaycastComponent : Component { /// /// Maximum distance the raycast will travel before giving up. Reflections will reset the distance traveled /// [DataField] public float MaxDistance = 20.0f; /// /// The collision mask the hitscan ray uses to collide with other objects. See the enum for more information /// [DataField] public CollisionGroup CollisionMask = CollisionGroup.Opaque; }