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; }