using Content.Shared.Clothing.EntitySystems; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Clothing.Components; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(MaskSystem))] public sealed partial class MaskComponent : Component { [DataField, AutoNetworkedField] public EntProtoId ToggleAction = "ActionToggleMask"; /// /// This mask can be toggled (pulled up/down) /// [DataField, AutoNetworkedField] public EntityUid? ToggleActionEntity; [DataField, AutoNetworkedField] public bool IsToggled; /// /// Equipped prefix to use after the mask was pulled down. /// [DataField, AutoNetworkedField] public string EquippedPrefix = "up"; /// /// When will function normally, otherwise will not react to events /// [DataField("enabled"), AutoNetworkedField] public bool IsEnabled = true; /// /// When will disable when folded /// [DataField, AutoNetworkedField] public bool DisableOnFolded; }