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;