using Robust.Shared.GameStates;
namespace Content.Shared._DV.Surgery;
///
/// Exists for strap entities to apply surgical anesthesia to the patient upon being buckled.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class AnesthesiaOnBuckleComponent : Component
{
///
/// Check whether the buckled entity was anesthetized already.
///
[DataField]
public bool HadAnesthesia;
}