using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
namespace Content.Shared.Chemistry.Components;
///
/// Denotes that the entity has a solution contained which can be easily added
/// to. This should go on things that are meant to be refilled, including
/// pouring things into a beaker. If you run it under a sink tap, it's probably
/// refillable.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class RefillableSolutionComponent : Component
{
///
/// Solution name that can added to easily.
///
[DataField]
public string Solution = "default";
///
/// The maximum amount that can be transferred to the solution at once
///
[DataField]
public FixedPoint2? MaxRefill = null;
}