using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Body.Part.Property
{
///
/// Property attachable to a .
/// For example, this is used to define the speed capabilities of a leg.
/// The movement system will look for a on all
/// .
///
public abstract class BodyPartPropertyComponent : Component, IBodyPartProperty
{
///
/// Whether this property is currently active.
///
public bool Active { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, b => b.Active, "active", true);
}
}
}