using Content.Shared.Chemistry.EntitySystems; using Robust.Shared.GameStates; namespace Content.Shared.Chemistry.Components; /// /// Basically reverse spiking, instead of using the solution-entity on a beaker, you use the beaker on the solution-entity. /// If there is not enough volume it will stay in the solution-entity rather than spill onto the floor. /// [RegisterComponent, NetworkedComponent, Access(typeof(ScoopableSolutionSystem))] public sealed partial class ScoopableSolutionComponent : Component { /// /// Solution name that can be scooped from. /// [DataField] public string Solution = "default"; /// /// If true, when the whole solution is scooped up the entity will be deleted. /// [DataField] public bool Delete = true; /// /// Popup to show the user when scooping. /// Passed entities "scooped" and "beaker". /// [DataField] public LocId Popup = "scoopable-component-popup"; }