#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons
{
public class SharedFlashableComponent : Component
public override string Name => "Flashable";
public override uint? NetID => ContentNetIDs.FLASHABLE;
}
[Serializable, NetSerializable]
public class FlashComponentState : ComponentState
public double Duration { get; }
public TimeSpan Time { get; }
public FlashComponentState(double duration, TimeSpan time) : base(ContentNetIDs.FLASHABLE)
Duration = duration;
Time = time;