using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Parallax; /// /// Handles per-map parallax in sim. Out of sim parallax is handled by ParallaxManager. /// public abstract class SharedParallaxSystem: EntitySystem { [Serializable, NetSerializable] protected sealed class ParallaxComponentState : ComponentState { public string Parallax = string.Empty; } }