using Robust.Shared.GameStates; namespace Content.Shared.Power.Components; [NetworkedComponent] public abstract partial class SharedApcPowerReceiverComponent : Component { [ViewVariables] public bool Powered; /// /// When false, causes this to appear powered even if not receiving power from an Apc. /// [ViewVariables(VVAccess.ReadWrite)] public virtual bool NeedsPower { get; set;} /// /// When true, causes this to never appear powered. /// [ViewVariables(VVAccess.ReadWrite)] public virtual bool PowerDisabled { get; set; } // Doesn't actually do anything on the client just here for shared code. public abstract float Load { get; set; } }