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; }