1
0

FingerprintReaderComponent.cs 1.0 KB

1234567891011121314151617181920212223242526272829303132333435
  1. using Robust.Shared.GameStates;
  2. namespace Content.Shared.FingerprintReader;
  3. /// <summary>
  4. /// Component for checking if a user's fingerprint matches allowed fingerprints
  5. /// </summary>
  6. [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
  7. [Access(typeof(FingerprintReaderSystem))]
  8. public sealed partial class FingerprintReaderComponent : Component
  9. {
  10. /// <summary>
  11. /// The fingerprints that are allowed to access this entity.
  12. /// </summary>
  13. [DataField, AutoNetworkedField]
  14. public HashSet<string> AllowedFingerprints = new();
  15. /// <summary>
  16. /// Whether to ignore gloves when checking fingerprints.
  17. /// </summary>
  18. [DataField, AutoNetworkedField]
  19. public bool IgnoreGloves;
  20. /// <summary>
  21. /// The popup to show when access is denied due to fingerprint mismatch.
  22. /// </summary>
  23. [DataField]
  24. public LocId? FailPopup;
  25. /// <summary>
  26. /// The popup to show when access is denied due to wearing gloves.
  27. /// </summary>
  28. [DataField]
  29. public LocId? FailGlovesPopup;
  30. }