using Robust.Shared.GameStates;
namespace Content.Shared._NF.Pinpointer;
///
/// An object that is being tracked by pinpointers.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class PinpointerTargetComponent : Component
{
///
/// The list of entities that's currently tracking this object.
/// State should only be reliable serverside.
///
[DataField]
public List Entities = new();
}