using Robust.Shared.GameStates; namespace Content.Shared.Fluids.Components; /// /// This entity will spill its contained solution onto the wearer when worn, and its /// (empty) contents will be inaccessible while still worn. /// [RegisterComponent] [NetworkedComponent, AutoGenerateComponentState] public sealed partial class SpillWhenWornComponent : Component { /// /// Name of the solution to spill. /// [DataField] public string Solution = "default"; /// /// Tracks if this item is currently being worn. /// [DataField, AutoNetworkedField] public bool IsWorn; }