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; }