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- using Robust.Shared.GameStates;
- using Robust.Shared.Network;
- using Robust.Shared.Player;
- namespace Content.Shared._RMC14.Weapons.Ranged.Prediction;
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class PredictedProjectileServerComponent : Component
- {
- public ICommonSession Shooter;
- [DataField, AutoNetworkedField]
- public int ClientId;
- [DataField, AutoNetworkedField]
- public EntityUid? ClientEnt;
- [DataField]
- public bool Hit;
- }
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