using System; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.GameObjects.Components { public abstract class SharedHandheldLightComponent : Component { public sealed override string Name => "HandheldLight"; public sealed override uint? NetID => ContentNetIDs.HANDHELD_LIGHT; [Serializable, NetSerializable] protected sealed class HandheldLightComponentState : ComponentState { public HandheldLightComponentState(float? charge) : base(ContentNetIDs.HANDHELD_LIGHT) { Charge = charge; } public float? Charge { get; } } } }