using Robust.Shared.GameStates; namespace Content.Shared.Wieldable.Components; /// /// Blocks an entity from wielding items. /// When added to an item, it will block wielding when held in hand or equipped. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class WieldingBlockerComponent : Component { /// /// Block wielding when this item is held in a hand? /// [DataField, AutoNetworkedField] public bool BlockInHand = true; /// /// Block wielding when this item is equipped? /// [DataField, AutoNetworkedField] public bool BlockEquipped = true; }