using System;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Flash
{
[NetworkedComponent, Friend(typeof(SharedFlashSystem))]
public abstract class SharedFlashableComponent : Component
public float Duration { get; set; }
public TimeSpan LastFlash { get; set; }
}
[Serializable, NetSerializable]
public sealed class FlashableComponentState : ComponentState
public float Duration { get; }
public TimeSpan Time { get; }
public FlashableComponentState(float duration, TimeSpan time)
Duration = duration;
Time = time;