using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared._RMC14.Weapons.Ranged;
///
/// Fire group component which prevents things like shotgun juggling.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedFireGroupSystem))]
public sealed partial class RMCFireGroupComponent : Component
{
///
/// The fire group of the item
///
[DataField, AutoNetworkedField]
public string Group = string.Empty;
///
/// How long the other gun(s) are delayed for
///
[DataField, AutoNetworkedField]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
///
/// The UseDelay ID
///
[DataField, AutoNetworkedField]
public string UseDelayID = "RMCFireGroupDelay";
}