using Content.Shared.Hands.Components; namespace Content.Client.Hands { [RegisterComponent] [ComponentReference(typeof(SharedHandsComponent))] [Access(typeof(HandsSystem))] public sealed class HandsComponent : SharedHandsComponent { /// /// Whether or not to add in-hand sprites for held items. Some entities (e.g., drones) don't want these. /// [DataField("showInHands")] public bool ShowInHands = true; public HandsGui? Gui { get; set; } /// /// Data about the current sprite layers that the hand is contributing to the owner entity. Used for sprite in-hands. /// public readonly Dictionary> RevealedLayers = new(); } }