using Content.Shared.Hands.Components;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using System.Collections.Generic;
namespace Content.Client.Hands
{
[RegisterComponent]
[ComponentReference(typeof(SharedHandsComponent))]
[Friend(typeof(HandsSystem))]
public sealed class HandsComponent : SharedHandsComponent
public HandsGui? Gui { get; set; }
/// <summary>
/// Data about the current sprite layers that the hand is contributing to the owner entity. Used for sprite in-hands.
/// </summary>
public readonly Dictionary<HandLocation, HashSet<string>> RevealedLayers = new();
}