using Robust.Shared.GameStates;
namespace Content.Shared.Strip.Components;
///
/// Give this to an entity when you want to decrease stripping times
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ThievingComponent : Component
{
///
/// How much the strip time should be shortened by
///
[DataField]
public TimeSpan StripTimeReduction = TimeSpan.FromSeconds(0.5f);
///
/// A multiplier coefficient for strip time
///
[DataField]
public float StripTimeMultiplier = 1f;
///
/// Should it notify the user if they're stripping a pocket?
///
[DataField]
public ThievingStealth Stealth = ThievingStealth.Hidden;
///
/// Should the user be able to see hidden items? (i.e pockets)
///
[DataField, AutoNetworkedField]
public bool IgnoreStripHidden;
}