using Content.Shared.Timing; using Content.Shared.Weapons.Ranged.Components; namespace Content.Shared.Weapons.Ranged.Systems; public sealed class UseDelayOnShootSystem : EntitySystem { [Dependency] private readonly UseDelaySystem _delay = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnUseShoot); } private void OnUseShoot(Entity ent, ref GunShotEvent args) { if (TryComp(ent, out UseDelayComponent? useDelay)) _delay.TryResetDelay((ent, useDelay)); } }