using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;

namespace Content.Server.GameObjects.Components.Mobs
{
    /// <summary>
    ///     Stores whether an entity is in "combat mode"
    ///     This is used to differentiate between regular item interactions or
    ///     using *everything* as a weapon.
    /// </summary>
    [RegisterComponent]
    [ComponentReference(typeof(SharedCombatModeComponent))]
    public sealed class CombatModeComponent : SharedCombatModeComponent
    {
    }
}
