using Robust.Shared.GameStates; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set; namespace Content.Shared.DeviceLinking; [RegisterComponent] [NetworkedComponent] // for interactions. Actual state isn't currently synced. [Access(typeof(SharedDeviceLinkSystem))] public sealed class DeviceLinkSinkComponent : Component { /// /// The ports this sink has /// [DataField("ports", customTypeSerializer: typeof(PrototypeIdHashSetSerializer))] public HashSet? Ports; /// /// Used for removing a sink from all linked sources when it gets removed /// [DataField("links")] public HashSet LinkedSources = new(); }