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;
}
}