using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Foldable;
///
/// Used to create "foldable structures" that you can pickup like an item when folded. Used for rollerbeds and wheelchairs.
///
///
/// Wiill prevent any insertions into containers while this item is unfolded.
///
[RegisterComponent]
[NetworkedComponent]
[Friend(typeof(SharedFoldableSystem))]
public sealed class FoldableComponent : Component
{
[DataField("folded")]
public bool IsFolded = false;
}
// ahhh, the ol' "state thats just a copy of the component".
[Serializable, NetSerializable]
public sealed class FoldableComponentState : ComponentState
{
public readonly bool IsFolded;
public FoldableComponentState(bool isFolded)
{
IsFolded = isFolded;
}
}