using Robust.Shared.Serialization; namespace Content.Shared.Sticky.Components; using DrawDepth; /// /// Sets the sprite's draw depth depending on whether it's stuck. /// [RegisterComponent] public sealed partial class StickyVisualizerComponent : Component { /// /// What sprite draw depth gets set to when stuck to something. /// [DataField] public int StuckDrawDepth = (int) DrawDepth.Overdoors; /// /// The sprite's original draw depth before being stuck. /// [DataField] public int OriginalDrawDepth; } [Serializable, NetSerializable] public enum StickyVisuals : byte { IsStuck }