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; }