using Content.Shared.DeviceLinking; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Weapons.Ranged.Components; /// /// If a gun with this component shots a projectile with , /// it assigns the target as the target selected to the projectile. /// [RegisterComponent, NetworkedComponent] public sealed partial class TargetAssignComponent : Component { /// /// Target selected /// [DataField] public EntityUid? Target; }