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;
}