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();
}