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;
}