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; }