#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Body.Part.Property
{
///
/// Property attachable to a .
/// For example, this is used to define the speed capabilities of a leg.
/// The movement system will look for a on all
/// .
///
public abstract class BodyPartPropertyComponent : Component, IBodyPartProperty
{
///
/// Whether this property is currently active.
///
[DataField("active")]
public bool Active { get; set; } = true;
}
}