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";
}