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; }