#nullable enable using System; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Flash { [NetworkedComponent()] public class SharedFlashableComponent : Component { public override string Name => "Flashable"; } [Serializable, NetSerializable] public class FlashComponentState : ComponentState { public double Duration { get; } public TimeSpan Time { get; } public FlashComponentState(double duration, TimeSpan time) { Duration = duration; Time = time; } } }