using Robust.Shared.GameStates; namespace Content.Shared.FingerprintReader; /// /// Component for checking if a user's fingerprint matches allowed fingerprints /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(FingerprintReaderSystem))] public sealed partial class FingerprintReaderComponent : Component { /// /// The fingerprints that are allowed to access this entity. /// [DataField, AutoNetworkedField] public HashSet AllowedFingerprints = new(); /// /// Whether to ignore gloves when checking fingerprints. /// [DataField, AutoNetworkedField] public bool IgnoreGloves; /// /// The popup to show when access is denied due to fingerprint mismatch. /// [DataField] public LocId? FailPopup; /// /// The popup to show when access is denied due to wearing gloves. /// [DataField] public LocId? FailGlovesPopup; }