using Robust.Shared.GameStates; using Content.Shared.Hands.EntitySystems; namespace Content.Shared.Hands.Components; /// /// An entity with this component will give you extra hands when you equip it in your inventory. /// [RegisterComponent, NetworkedComponent] [Access(typeof(ExtraHandsEquipmentSystem))] public sealed partial class ExtraHandsEquipmentComponent : Component { /// /// Dictionary relating a unique hand ID corresponding to a container slot on the attached entity to a struct containing information about the Hand itself. /// [DataField] public Dictionary Hands = new(); }