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; }