using Content.Shared.Cargo.Components;
using Content.Shared.Cargo.Systems;
using Content.Shared.Timing.Systems;
namespace Content.Client.Cargo.Systems;
///
/// This handles...
///
public sealed partial class ClientPriceGunSystem : SharedPriceGunSystem
{
[Dependency] private UseDelaySystem _useDelay = default!;
protected override bool GetPriceOrBounty(Entity entity, EntityUid target, EntityUid user)
{
// It feels worse if the cooldown is predicted but the popup isn't! So only do the cooldown reset on the server.
return _useDelay.IsDelayed(entity.Owner);
}
}