using Content.Shared.Lock.BypassLock.Systems; using Content.Shared.Mobs; using Robust.Shared.GameStates; namespace Content.Shared.Lock.BypassLock.Components; /// /// This component lets the lock on this entity be pried open when the entity is in critical or dead state. /// [RegisterComponent, NetworkedComponent, Access(typeof(BypassLockSystem))] public sealed partial class BypassLockRequiresMobStateComponent : Component { /// /// The mobstate where the lock can be bypassed. /// [DataField] public HashSet RequiredMobState = []; }