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using Robust.Shared.GameStates;
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namespace Content.Shared.FingerprintReader;
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/// <summary>
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/// Component for checking if a user's fingerprint matches allowed fingerprints
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(FingerprintReaderSystem))]
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public sealed partial class FingerprintReaderComponent : Component
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{
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/// <summary>
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/// The fingerprints that are allowed to access this entity.
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/// </summary>
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[DataField, AutoNetworkedField]
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public HashSet<string> AllowedFingerprints = new();
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/// <summary>
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/// Whether to ignore gloves when checking fingerprints.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IgnoreGloves;
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/// <summary>
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/// The popup to show when access is denied due to fingerprint mismatch.
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/// </summary>
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[DataField]
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public LocId? FailPopup;
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/// <summary>
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/// The popup to show when access is denied due to wearing gloves.
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/// </summary>
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[DataField]
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public LocId? FailGlovesPopup;
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}
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