using Robust.Shared.GameStates;
namespace Content.Shared.StatusIcon.Components;
///
/// This is used for noting if an entity is able to
/// have StatusIcons displayed on them and inherent icons. (debug purposes)
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStatusIconSystem))]
public sealed partial class StatusIconComponent : Component
{
///
/// Optional bounds for where the icons are laid out.
/// If null, the sprite bounds will be used.
///
[AutoNetworkedField]
[DataField("bounds"), ViewVariables(VVAccess.ReadWrite)]
public Box2? Bounds;
}
///
/// Event raised directed on an entity CLIENT-SIDE ONLY
/// in order to get what status icons an entity has.
///
///
[ByRefEvent]
public record struct GetStatusIconsEvent(List StatusIcons, bool InContainer);
///
/// Event raised on the Client-side to determine whether to display a status icon on an entity.
///
/// The player that will see the icons
[ByRefEvent]
public record struct CanDisplayStatusIconsEvent(EntityUid? User = null)
{
public EntityUid? User = User;
public bool Cancelled = false;
}