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