using Robust.Shared.GameStates;
namespace Content.Shared.Lock;
///
/// This is used for toggleable items that require the entity to have a lock in a certain state.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(LockSystem))]
public sealed partial class ItemToggleRequiresLockComponent : Component
{
///
/// TRUE: the lock must be locked to toggle the item.
/// FALSE: the lock must be unlocked to toggle the item.
///
[DataField, AutoNetworkedField]
public bool RequireLocked;
///
/// Popup text for when someone tries to toggle the item, but it's locked. If null, no popup will be shown.
///
[DataField]
public LocId? LockedPopup = "lock-comp-generic-fail";
}