using Content.Shared.NameModifier.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Shared.NameModifier.Components;
///
/// Used to manage modifiers on an entity's name and handle renaming in a way
/// that survives being renamed by multiple systems.
///
[RegisterComponent]
[NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(NameModifierSystem))]
public sealed partial class NameModifierComponent : Component
{
///
/// The entity's name without any modifiers applied.
///
[DataField, AutoNetworkedField]
public string BaseName = string.Empty;
}