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- using Robust.Shared.GameStates;
- namespace Content.Shared.Prying.Components;
- ///<summary>
- /// Applied to entities that can be pried open without tools while unpowered
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- public sealed partial class PryUnpoweredComponent : Component
- {
- [DataField]
- public float PryModifier = 0.1f;
- }
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