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; }
}