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; }
///
/// Data about the current sprite layers that the hand is contributing to the owner entity. Used for sprite in-hands.
///
public readonly Dictionary> RevealedLayers = new();
}
}