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;
}