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;
}