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;
}