using Robust.Shared.GameStates; namespace Content.Shared.Traits.Assorted; /// /// This is used for the unrevivable trait as well as generally preventing revival. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class UnrevivableComponent : Component { /// /// A field to define if we should display the "Genetic incompatibility" warning on health analysers /// [DataField, AutoNetworkedField] public bool Analyzable = true; /// /// Can this player be cloned using a cloning pod? /// [DataField, AutoNetworkedField] public bool Cloneable = false; /// /// The loc string used to provide a reason for being unrevivable /// [DataField, AutoNetworkedField] public LocId ReasonMessage = "defibrillator-unrevivable"; }