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- 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
- {
- /// <summary>
- /// Action for toggling a mask (e.g., pulling the mask down or putting it back up)
- /// </summary>
- [DataField, AutoNetworkedField]
- public EntProtoId ToggleAction = "ActionToggleMask";
- /// <summary>
- /// Action for toggling a mask (e.g., pulling the mask down or putting it back up)
- /// </summary>
- [DataField, AutoNetworkedField]
- public EntityUid? ToggleActionEntity;
- /// <summary>
- /// Whether the mask is currently toggled (e.g., pulled down).
- /// This generally disables some of the mask's functionality.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool IsToggled;
- /// <summary>
- /// Equipped prefix to use after the mask was pulled down.
- /// </summary>
- [DataField, AutoNetworkedField]
- public string EquippedPrefix = "up";
- /// <summary>
- /// When <see langword="false"/>, the mask will not be toggleable.
- /// </summary>
- [DataField("enabled"), AutoNetworkedField]
- public bool IsToggleable = true;
- /// <summary>
- /// When <see langword="true"/> will disable <see cref="IsToggleable"/> when folded
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool DisableOnFolded;
- }
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