using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Dragon; [NetworkedComponent] public abstract class SharedDragonRiftComponent : Component { [DataField("state")] public DragonRiftState State = DragonRiftState.Charging; } [Serializable, NetSerializable] public enum DragonRiftState : byte { Charging, AlmostFinished, Finished, }