using Robust.Shared.GameStates; namespace Content.Shared._NF.BindToStation; /// /// Binds a machine to a given station - it must be on that station to work. /// [NetworkedComponent, RegisterComponent] [AutoGenerateComponentState] public sealed partial class StationBoundObjectComponent : Component { // The entity UID of the station that this machine/item is bound to. [DataField] [AutoNetworkedField] public EntityUid? BoundStation; // Whether or not the effect is active. // Useful for keeping track of the original [DataField] [AutoNetworkedField] public bool Enabled = true; }