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;
}