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"; }