using Robust.Shared.GameStates;
namespace Content.Shared.Wieldable.Components;
///
/// Blocks an entity from wielding items.
/// When added to an item, it will block wielding when held in hand or equipped.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class WieldingBlockerComponent : Component
{
///
/// Block wielding when this item is held in a hand?
///
[DataField, AutoNetworkedField]
public bool BlockInHand = true;
///
/// Block wielding when this item is equipped?
///
[DataField, AutoNetworkedField]
public bool BlockEquipped = true;
}