using Robust.Shared.GameStates;
namespace Content.Shared._DV.Prying.Components;
///
/// Alters the interaction speed of attached entity's tools.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class PlayerToolModifierComponent : Component
{
///
/// Multiplies the time taken to perform a pry interaction on entities like
/// airlocks and doors.
///
///
[DataField]
public float PryTimeMultiplier = 1.0f;
}