using Robust.Shared.GameStates; namespace Content.Shared._White.Crossbow; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class PenetratedComponent : Component { [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public EntityUid? ProjectileUid; [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public bool IsPinned; }