using Robust.Shared.GameStates; namespace Content.Shared.Inventory; /// /// This is used for an item that can only be equipped/unequipped by the user. /// [RegisterComponent, NetworkedComponent, Access(typeof(SelfEquipOnlySystem))] public sealed partial class SelfEquipOnlyComponent : Component { /// /// Whether or not the self-equip only condition requires the person to be conscious. /// [DataField] public bool UnequipRequireConscious = true; }