using System;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Flash
{
[NetworkedComponent()]
public class SharedFlashableComponent : Component
public override string Name => "Flashable";
}
[Serializable, NetSerializable]
public class FlashComponentState : ComponentState
public double Duration { get; }
public TimeSpan Time { get; }
public FlashComponentState(double duration, TimeSpan time)
Duration = duration;
Time = time;