using Content.Shared.Cargo.Components; using Content.Shared.Timing; using Content.Shared.Cargo.Systems; namespace Content.Client.Cargo.Systems; /// /// This handles... /// public sealed class ClientPriceGunSystem : SharedPriceGunSystem { [Dependency] private readonly UseDelaySystem _useDelay = default!; protected override bool GetPriceOrBounty(Entity entity, EntityUid target, EntityUid user) { if (!TryComp(entity, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((entity, useDelay))) return false; // It feels worse if the cooldown is predicted but the popup isn't! So only do the cooldown reset on the server. return true; } }