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
}