using Robust.Shared.GameStates; namespace Content.Shared.Power.Components; /// /// Attempts to link with a nearby s /// so that it can receive power from a . /// [NetworkedComponent] public abstract partial class SharedApcPowerReceiverComponent : Component { /// /// If true, this entity either doesn't need power, or is currently receiving the power it needs. /// [ViewVariables] public bool Powered; /// /// When false, causes this to appear powered even if not receiving power from an Apc. /// [DataField] public bool NeedsPower = true; /// /// When true, causes this to never appear powered. /// [DataField] public virtual bool PowerDisabled { get; set; } /// /// Amount of power this needs from an APC to function, in watts. /// [DataField("powerLoad")] public virtual float Load { get; set; } }