using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.InteractionVerbs; /// /// Specifies which verbs this entity may perform on its own, on any entity that the verb allows. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class OwnInteractionVerbsComponent : Component { public override bool SendOnlyToOwner => true; [DataField, AutoNetworkedField] public List> AllowedVerbs = new(); // Too volatile to be worth networking; client and server just keep track of this field independently. [NonSerialized, ViewVariables] public Dictionary<(ProtoId, EntityUid), TimeSpan> Cooldowns = new(); }