using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.ForceSay;
///
/// The reason for this component's existence is slightly unintuitive, so for context: this is put on an entity
/// to allow its next speech attempt to bypass checks. The reason for this is to allow
/// 'force saying'--for instance, with deathgasping or with .
///
/// This component is either removed in the speech attempt check, or after
/// has passed. This is to allow a player-submitted forced message in the case of ,
/// while also ensuring that it isn't valid forever. It has to work this way, because the server is not a keylogger and doesn't
/// have any knowledge of what the client might actually have typed, so it gives them some leeway for ping.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class AllowNextCritSpeechComponent : Component
{
///
/// Should be set when adding the component to specify the time that this should be valid for,
/// if it should stay valid for some amount of time.
///
public TimeSpan? Timeout = null;
}