using Content.Shared.NameModifier.EntitySystems; using Robust.Shared.GameStates; namespace Content.Shared.NameModifier.Components; /// /// Used to manage modifiers on an entity's name and handle renaming in a way /// that survives being renamed by multiple systems. /// [RegisterComponent] [NetworkedComponent, AutoGenerateComponentState] [Access(typeof(NameModifierSystem))] public sealed partial class NameModifierComponent : Component { /// /// The entity's name without any modifiers applied. /// [DataField, AutoNetworkedField] public string BaseName = string.Empty; }