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; }