using Robust.Shared.GameStates;
namespace Content.Shared.NameModifier.Components;
///
/// Adds a modifier to the wearer's name when this item is equipped,
/// and removes it when it is unequipped.
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
public sealed partial class ModifyWearerNameComponent : Component
{
///
/// The localization ID of the text to be used as the modifier.
/// The base name will be passed in as $baseName
///
[DataField, AutoNetworkedField]
public LocId LocId = string.Empty;
///
/// Priority of the modifier. See for more information.
///
[DataField, AutoNetworkedField]
public int Priority;
}