using Robust.Shared.GameStates; namespace Content.Shared._Lavaland.Weapons.Block; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class BlockChargeComponent : Component { /// /// Time between gaining block charges /// [DataField, AutoNetworkedField] public float RechargeTime = 10f; /// /// How much time is reduced from recharge when hitting a marked target /// [DataField, AutoNetworkedField] public float MarkerReductionTime = 5f; /// /// When the next charge will be ready /// [DataField, AutoNetworkedField] public TimeSpan NextCharge; /// /// Whether we currently have a charge ready /// [DataField, AutoNetworkedField] public bool HasCharge; }