using Content.Shared.Inventory; using Robust.Shared.GameStates; namespace Content.Shared.IdentityManagement.Components; [RegisterComponent, NetworkedComponent] public sealed class IdentityBlockerComponent : Component { public bool Enabled = true; } /// /// Raised on an entity and relayed to inventory to determine if its identity should be knowable. /// public sealed class SeeIdentityAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent { // i.e. masks or helmets. public SlotFlags TargetSlots => SlotFlags.MASK | SlotFlags.HEAD; }