using Robust.Shared.GameStates;
namespace Content.Shared.Emoting;
///
/// Enables emoting of an entity.
///
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EmotingComponent : Component
{
///
/// Emotes attempts are cancelled if not true.
///
[DataField, AutoNetworkedField]
[Access(typeof(EmoteSystem), Friend = AccessPermissions.ReadWrite, Other = AccessPermissions.Read)]
public bool Enabled = true;
}