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- using Robust.Shared.GameStates;
- namespace Content.Shared.Fluids.Components;
- /// <summary>
- /// This entity will spill its contained solution onto the wearer when worn, and its
- /// (empty) contents will be inaccessible while still worn.
- /// </summary>
- [RegisterComponent]
- [NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class SpillWhenWornComponent : Component
- {
- /// <summary>
- /// Name of the solution to spill.
- /// </summary>
- [DataField]
- public string Solution = "default";
- /// <summary>
- /// Tracks if this item is currently being worn.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool IsWorn;
- }
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