using Content.Shared.Timing.Systems; using Content.Shared.Weapons.Ranged.Components; namespace Content.Shared.Weapons.Ranged.Systems; public sealed partial class UseDelayOnShootSystem : EntitySystem { [Dependency] private UseDelaySystem _delay = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnUseShoot); } private void OnUseShoot(Entity ent, ref GunShotEvent args) { _delay.TryResetDelay(ent.Owner); } }