using Robust.Shared.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.GameObjects.Components.Body.Part.Property { /// /// Property attachable to a . /// For example, this is used to define the speed capabilities of a leg. /// The movement system will look for a on all /// . /// public abstract class BodyPartPropertyComponent : Component, IBodyPartProperty { /// /// Whether this property is currently active. /// public bool Active { get; set; } public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(this, b => b.Active, "active", true); } } }