using Robust.Shared.GameStates; namespace Content.Shared.Damage.Components; /// /// Prevent the object from getting hit by projetiles unless you target the object. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(RequireProjectileTargetSystem))] public sealed partial class RequireProjectileTargetComponent : Component { [DataField, AutoNetworkedField] public bool Active = true; }