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"; }