using Content.Shared.Examine; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Mind.Components; /// /// This component adds an examine text to the owner entity based on the state of their mind. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(MindExamineSystem))] public sealed partial class MindExaminableComponent : Component { /// /// The state the mind is currently in. /// [DataField, AutoNetworkedField] public MindState State = MindState.None; } /// /// The states for when an entity with a mind is examined. /// [Serializable, NetSerializable] public enum MindState : byte { None, // No text Dead, // Player is dead but still connected Catatonic, // Entity is alive but has no mind attached to it. SSD, // Player disconnected while alive DeadSSD, // Player died and disconnected Irrecoverable // Entity is dead and has no mind attached }