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";
}