using Content.Shared.Nutrition.Components; using Robust.Shared.GameStates; namespace Content.Shared.Kitchen.Components; /// /// Applies to items that are capable of butchering entities, or /// are otherwise sharp for some purpose. /// [RegisterComponent, NetworkedComponent] [AutoGenerateComponentState] public sealed partial class SharpComponent : Component { /// /// List of the entities that are currently being butchered. /// // TODO just make this a tool type. Move SharpSystem to shared. [AutoNetworkedField] public readonly HashSet Butchering = []; /// /// Affects butcher delay of the . /// [DataField, AutoNetworkedField] public float ButcherDelayModifier = 1.0f; /// /// Shitmed: Whether this item had SurgeryToolComponent before sharp was added. /// [DataField] public bool HadSurgeryTool; /// /// Shitmed: Whether this item had ScalpelComponent before sharp was added. /// [DataField] public bool HadScalpel; /// /// Shitmed: Whether this item had BoneSawComponent before sharp was added. /// [DataField] public bool HadBoneSaw; }