using Robust.Shared.GameStates; namespace Content.Shared._CP14.Temperature; /// /// Allows you to fire entities through interacting with them after a delay. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(CP14SharedFireSpreadSystem))] public sealed partial class CP14DelayedIgnitionSourceComponent : Component { [DataField, AutoNetworkedField] public bool Enabled; [DataField] public TimeSpan Delay = TimeSpan.FromSeconds(3f); }