#nullable enable using System; using Content.Shared.GameObjects.Components; using Robust.Shared.GameObjects; namespace Content.Client.GameObjects.Components.StationEvents { [RegisterComponent] public sealed class RadiationPulseComponent : SharedRadiationPulseComponent { public TimeSpan EndTime { get; private set; } public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { base.HandleComponentState(curState, nextState); if (!(curState is RadiationPulseMessage state)) { return; } EndTime = state.EndTime; } } }