using Robust.Shared.GameStates; namespace Content.Shared.Forensics.Components; /// /// This component is for mobs that leave fingerprints. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class FingerprintComponent : Component { [DataField, AutoNetworkedField] public string? Fingerprint; /// /// WWDP /// We still might want to leave marks without fingerprints e.g. gloves. /// Or disable fingerprints temporarily /// [DataField] public bool NotLeavingFingerprints; }