using Content.Shared.DeviceLinking; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Weapons.Ranged.Components; /// /// If a gun with this component fires a projectile with , /// when the projectile hits a entity. it will update the target in this component. /// [RegisterComponent, NetworkedComponent] public sealed partial class TargetFinderComponent : Component { /// /// Target selected /// [DataField] public EntityUid? Target; /// /// Reference to gun with connected with this entity /// public EntityUid? TargetAssigner; /// /// The linking port for linking the targetFinder with the targetAssign. /// [DataField] public ProtoId LinkingPort = "TargetSource"; }