using Robust.Shared.GameStates;
namespace Content.Shared.Gatherable.Components;
///
/// Destroys a gatherable entity when colliding with it.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(GatherableSystem))]
public sealed partial class GatheringProjectileComponent : Component
{
///
/// How many more times we can gather.
///
[DataField, AutoNetworkedField]
public int Amount = 1;
}