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; }