using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Tools.Components { [NetworkedComponent] public abstract class SharedWelderComponent : Component { public bool Lit { get; set; } } [NetSerializable, Serializable] public sealed class WelderComponentState : ComponentState { public float FuelCapacity { get; } public float Fuel { get; } public bool Lit { get; } public WelderComponentState(float fuelCapacity, float fuel, bool lit) { FuelCapacity = fuelCapacity; Fuel = fuel; Lit = lit; } } [Serializable, NetSerializable] public enum WelderVisuals : byte { Lit } [Serializable, NetSerializable] public enum WelderLayers : byte { Base, Flame } }