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();
}
}