using Content.Shared.Body.Part;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared._Shitmed.Medical.Surgery.Conditions;
//
// What components are necessary in the targeted body part for the surgery to be valid.
//
[RegisterComponent, NetworkedComponent]
public sealed partial class SurgeryPartComponentConditionComponent : Component
{
//
// The components to check for.
//
[DataField(required: true)]
public ComponentRegistry Components;
//
// If true, the lack of these components will instead make the surgery valid.
//
[DataField]
public bool Inverse = false;
}