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;
}