using System; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.GameObjects.Components.Chemistry { public class SharedSolutionContainerComponent : Component { public override string Name => "SolutionContainer"; /// public sealed override uint? NetID => ContentNetIDs.SOLUTION; [Serializable, NetSerializable] public class SolutionComponentState : ComponentState { public SolutionComponentState() : base(ContentNetIDs.SOLUTION) { } } /// public override ComponentState GetComponentState() { return new SolutionComponentState(); } /// public override void HandleComponentState(ComponentState curState, ComponentState nextState) { base.HandleComponentState(curState, nextState); if (curState == null) { return; } // var compState = (SolutionComponentState)curState; // Is there anything we even need to sync with client? } } }