using Robust.Shared.GameStates; namespace Content.Shared.Atmos.Piping.Binary.Components; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)] public sealed partial class GasVolumePumpComponent : Component { [DataField, AutoNetworkedField] public bool Enabled = true; [DataField] public bool Blocked = false; [ViewVariables(VVAccess.ReadWrite)] public bool Overclocked = false; [DataField("inlet")] public string InletName = "inlet"; [DataField("outlet")] public string OutletName = "outlet"; [DataField, AutoNetworkedField] public float TransferRate = Atmospherics.MaxTransferRate; [DataField] public float MaxTransferRate = Atmospherics.MaxTransferRate; [DataField] public float LeakRatio = 0.1f; [DataField] public float LowerThreshold = 0.01f; [DataField] public float HigherThreshold = DefaultHigherThreshold; public static readonly float DefaultHigherThreshold = 2 * Atmospherics.MaxOutputPressure; [DataField] public float OverclockThreshold = 1000; [DataField] public float LastMolesTransferred; }