using Content.Shared.Inventory;
using Robust.Shared.GameStates;
namespace Content.Shared.Storage.Components;
///
/// Applies an ongoing pickup area around the attached entity.
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
[AutoGenerateComponentPause]
public sealed partial class MagnetPickupComponent : Component
{
[DataField]
[AutoPausedField]
[AutoNetworkedField]
public TimeSpan NextScan = TimeSpan.Zero;
///
/// What container slot the magnet needs to be in to work.
///
[DataField]
public SlotFlags? SlotFlags = Inventory.SlotFlags.BELT;
[DataField]
public bool RequireActiveHand = false;
[DataField]
public float Range = 1f;
}