using Robust.Shared.GameStates;
namespace Content.Shared._DV.Body;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ResurrectWhenAbleComponent : Component
{
///
/// Time it takes to resurrect once the conditions are met (in seconds).
/// If conditions are un-met during this time, the timer resets.
///
[DataField]
public float TimeToResurrect = 0f;
///
/// What time to actually resurrect at. If null, we aren't resurrecting yet.
///
[DataField, AutoNetworkedField]
public TimeSpan? ResurrectAt = null;
///
/// Text to show when examining the entity while it's resurrecting.
///
[DataField]
public LocId? ResurrectDesc = null;
}