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;
}