using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared._White.WeaponModules; /// /// Base Module Component /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public partial class WeaponModulesComponent : Component { [ViewVariables(VVAccess.ReadWrite), DataField] public List Modules = new(); [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public bool WeaponFireEffect; } [Serializable, NetSerializable] public enum ModuleVisualState : byte { BarrelModule, HandGuardModule, AimModule, ShutterModule } [Serializable, NetSerializable] public enum Modules : byte { Light }