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 = [];
}