using Robust.Shared.GameStates; using Robust.Shared.Physics; namespace Content.Shared.Blocking.Components; /// /// This component gets dynamically added to an Entity via the /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true)] public sealed partial class BlockingUserComponent : Component { /// /// The entity that's being used to block /// [DataField, AutoNetworkedField] public EntityUid? BlockingItem; /// /// Stores the entities original bodytype /// Used so that it can be put back to what it was after anchoring /// [DataField, AutoNetworkedField] public BodyType OriginalBodyType; }