using Content.Shared.Whitelist; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._NF.Interaction.Components; [RegisterComponent] [NetworkedComponent] [AutoGenerateComponentState(true)] // When an entity with this is removed from a hand, it is replaced with a placeholder entity that blocks the hand's use until re-equipped with the same prototype. public sealed partial class HandPlaceholderComponent : Component { /// /// A whitelist to match entities that this should accept. /// [ViewVariables, AutoNetworkedField] public EntityWhitelist? Whitelist; [ViewVariables, AutoNetworkedField] public EntProtoId? Prototype; }