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;
}