using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._Shitmed.Medical.Surgery.Steps; [RegisterComponent, NetworkedComponent] [EntityCategory("SurgerySteps")] public sealed partial class SurgeryStepComponent : Component { [DataField] public ComponentRegistry? Tool; [DataField] public ComponentRegistry? Add; [DataField] public ComponentRegistry? BodyAdd; [DataField] public ComponentRegistry? Remove; [DataField] public ComponentRegistry? BodyRemove; /// /// These components will be added to the body part's organs' OnAdd field. /// Each key is the SlotId of the organ to look for. /// /// Used to make organs add components to whatever body it's residing in. /// [DataField] public Dictionary? AddOrganOnAdd; /// /// These components will be removed from the body part's organs' OnAdd field. /// Each key is the SlotId of the organ to look for. /// /// Used to stop organs from adding components to whatever body it's residing in. /// [DataField] public Dictionary? RemoveOrganOnAdd; [DataField] public float Duration = 2f; }