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- using Robust.Shared.GameStates;
- namespace Content.Shared.Emoting;
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class EmotingComponent : Component
- {
- [DataField, AutoNetworkedField]
- [Access(typeof(EmoteSystem), Friend = AccessPermissions.ReadWrite, Other = AccessPermissions.Read)]
- public bool Enabled = true;
- }
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