using Robust.Shared.GameStates; namespace Content.Shared._DV.Body.Components; /// /// Anyone with this component can do CPR to people in critical state. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class CanDoCPRComponent : Component { /// /// The length of the DoAfter. /// This decides when the CPR starts to work (After the first Do-After), as well as the frequency of popups. /// [DataField, AutoNetworkedField] public float TimeLength = 10f; }