using Content.Shared.Clothing.EntitySystems; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Clothing.Components; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(MaskSystem))] public sealed partial class MaskComponent : Component { /// /// Action for toggling a mask (e.g., pulling the mask down or putting it back up) /// [DataField, AutoNetworkedField] public EntProtoId ToggleAction = "ActionToggleMask"; /// /// Action for toggling a mask (e.g., pulling the mask down or putting it back up) /// [DataField, AutoNetworkedField] public EntityUid? ToggleActionEntity; /// /// Whether the mask is currently toggled (e.g., pulled down). /// This generally disables some of the mask's functionality. /// [DataField, AutoNetworkedField] public bool IsToggled; /// /// Equipped prefix to use after the mask was pulled down. /// [DataField, AutoNetworkedField] public string EquippedPrefix = "up"; /// /// When , the mask will not be toggleable. /// [DataField("enabled"), AutoNetworkedField] public bool IsToggleable = true; /// /// When will disable when folded /// [DataField, AutoNetworkedField] public bool DisableOnFolded; }