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crystall-punk-14/Content.Shared/Light/Component/SharedHandheldLightComponent.cs

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using System;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Component
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{
[NetworkedComponent()]
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public abstract class SharedHandheldLightComponent : Robust.Shared.GameObjects.Component
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{
public sealed override string Name => "HandheldLight";
protected abstract bool HasCell { get; }
protected const int StatusLevels = 6;
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[Serializable, NetSerializable]
protected sealed class HandheldLightComponentState : ComponentState
{
public byte? Charge { get; }
public HandheldLightComponentState(byte? charge)
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{
Charge = charge;
}
}
}
[Serializable, NetSerializable]
public enum HandheldLightVisuals
{
Power
}
[Serializable, NetSerializable]
public enum HandheldLightPowerStates
{
FullPower,
LowPower,
Dying,
}
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}