using Content.Shared.Cargo.Components; using Content.Shared.Cargo.Systems; using Content.Shared.Timing.Systems; namespace Content.Client.Cargo.Systems; /// /// This handles... /// public sealed partial class ClientPriceGunSystem : SharedPriceGunSystem { [Dependency] private UseDelaySystem _useDelay = default!; protected override bool GetPriceOrBounty(Entity entity, EntityUid target, EntityUid user) { // It feels worse if the cooldown is predicted but the popup isn't! So only do the cooldown reset on the server. return _useDelay.IsDelayed(entity.Owner); } }