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;
}