using Content.Shared.Polymorph.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Polymorph.Components;
///
/// Added to a player when they use a chameleon projector.
/// Handles making them invisible and revealing when damaged enough or switching hands.
///
[RegisterComponent, NetworkedComponent, Access(typeof(SharedChameleonProjectorSystem))]
[AutoGenerateComponentState]
public sealed partial class ChameleonDisguisedComponent : Component
{
///
/// The disguise entity parented to the player.
///
[DataField, AutoNetworkedField]
public EntityUid Disguise;
///
/// For client, whether the user's sprite was previously visible or not.
///
[DataField]
public bool WasVisible;
}