#nullable enable using System; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.GameObjects.Components.ActionBlocking { public abstract class SharedHandcuffComponent : Component { public override string Name => "Handcuff"; public override uint? NetID => ContentNetIDs.HANDCUFFS; [Serializable, NetSerializable] protected sealed class HandcuffedComponentState : ComponentState { public string? IconState { get; } public HandcuffedComponentState(string? iconState) : base(ContentNetIDs.HANDCUFFS) { IconState = iconState; } } } }