using Robust.Shared.GameStates;
namespace Content.Shared.Interaction.Components;
///
/// Relays an entities interactions to another entity.
/// This doesn't raise the same events, but just relays
/// the clicks of the mouse.
///
/// Note that extreme caution should be taken when using this, as this will probably bypass many normal can-interact checks.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedInteractionSystem))]
public sealed partial class InteractionRelayComponent : Component
{
///
/// The entity the interactions are being relayed to.
///
[ViewVariables, AutoNetworkedField]
public EntityUid? RelayEntity;
}