using Content.Shared.Weapons.Ranged.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Weapons.Ranged.Components; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(SharedGunSystem))] public sealed partial class TargetedProjectileComponent : Component { [DataField, AutoNetworkedField] public EntityUid? Target; // Goob edit - if null it hits everything }