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; }