using System; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Suspicion { [NetworkedComponent()] public abstract class SharedSuspicionRoleComponent : Component { } [Serializable, NetSerializable] public sealed class SuspicionRoleComponentState : ComponentState { public readonly string? Role; public readonly bool? Antagonist; public readonly (string name, EntityUid)[] Allies; public SuspicionRoleComponentState(string? role, bool? antagonist, (string name, EntityUid)[] allies) { Role = role; Antagonist = antagonist; Allies = allies; } } }