using Robust.Shared.GameStates;
using Content.Shared.Hands.EntitySystems;
namespace Content.Shared.Hands.Components;
///
/// An entity with this component will give you extra hands when you equip it in your inventory.
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(ExtraHandsEquipmentSystem))]
public sealed partial class ExtraHandsEquipmentComponent : Component
{
///
/// Dictionary relating a unique hand ID corresponding to a container slot on the attached entity to a struct containing information about the Hand itself.
///
[DataField]
public Dictionary Hands = new();
}