using Content.Shared.Movement.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; /// /// Raises the engine movement inputs for a particular entity onto the designated entity /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)] [Access(typeof(SharedMoverController))] public sealed partial class RelayInputMoverComponent : Component { [ViewVariables, AutoNetworkedField] public EntityUid RelayEntity; }