using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
///
/// Makes a item activate a cursor offset if its help in hands
///
[RegisterComponent, NetworkedComponent]
public sealed partial class CursorOffsetInHandComponent : Component
{
///
/// If it should only activate the offset if held in the active hand
///
[DataField]
public bool UseActiveHand = true;
}