using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Cuffs.Components { [NetworkedComponent()] public abstract class SharedHandcuffComponent : Component { [Serializable, NetSerializable] protected sealed class HandcuffedComponentState : ComponentState { public string? IconState { get; } public HandcuffedComponentState(string? iconState) { IconState = iconState; } } } }