using Robust.Shared.GameStates;
namespace Content.Shared._DV.Reputation;
///
/// Stores reputation-related data for mind entities.
/// Has a backup reputation value incase their PDA is deleted.
///
[RegisterComponent, NetworkedComponent, Access(typeof(ReputationSystem))]
public sealed partial class MindReputationComponent : Component
{
///
/// The traitor's PDA with , might not always exist.
///
[DataField]
public EntityUid? Pda;
[DataField]
public int Reputation;
}