using Robust.Shared.GameStates; namespace Content.Shared.Atmos.Rotting; /// /// Perishable entities buckled to an entity with this component will stop rotting. /// [RegisterComponent, NetworkedComponent] public sealed partial class AntiRotOnBuckleComponent : Component { /// /// Does this component require power to function. /// [DataField("requiresPower"), ViewVariables(VVAccess.ReadWrite)] public bool RequiresPower = true; /// /// Whether this component is active or not. /// [ViewVariables(VVAccess.ReadWrite)] public bool Enabled = true; }