using Content.Shared.DoAfter;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared._NF.Pinpointer;
///
/// A one-time use object that clears a given pinpointer.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class ClearPinpointerComponent : Component
{
///
/// The message to print when there are no charges left on the item.
///
[DataField]
public LocId? EmptyMessage;
///
/// The message to print when the item is used on somebody else.
///
[DataField]
public LocId? UseOnOthersMessage;
///
/// The message to print when the item is used on yourself.
///
[DataField]
public LocId? UseOnSelfMessage;
///
/// The amount of time it takes to clear an item's pinpointer status.
///
[DataField]
public TimeSpan ClearTime = TimeSpan.FromSeconds(5);
///
/// If true, destroys an item after it's used.
///
[DataField]
public bool DestroyAfterUse;
}
[Serializable, NetSerializable]
public sealed partial class ClearPinpointerDoAfterEvent : SimpleDoAfterEvent;