using Robust.Shared.GameStates;
namespace Content.Shared.Changeling;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TentacleProjectileComponent : Component
{
/// <summary>
/// Time until projectile despawns in miliseconds.
/// </summary>
[DataField, AutoNetworkedField]
public int DespawnTime = -1;
[ViewVariables, AutoNetworkedField]
public EntityUid? GrabbedUid;
}