using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Actions; [RegisterComponent, NetworkedComponent] public sealed partial class InstantActionComponent : BaseActionComponent { public override BaseActionEvent? BaseEvent => Event; /// /// The local-event to raise when this action is performed. /// [DataField("event")] [NonSerialized] public InstantActionEvent? Event; } [Serializable, NetSerializable] public sealed class InstantActionComponentState : BaseActionComponentState { public InstantActionComponentState(InstantActionComponent component, IEntityManager entManager) : base(component, entManager) { } }