using Robust.Shared.GameStates; using Robust.Shared.Network; using Robust.Shared.Player; namespace Content.Shared._RMC14.Weapons.Ranged.Prediction; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class PredictedProjectileServerComponent : Component { public ICommonSession Shooter; [DataField, AutoNetworkedField] public int ClientId; [DataField, AutoNetworkedField] public EntityUid? ClientEnt; [DataField] public bool Hit; }