Yes (#8)
(cherry picked from commit 3d083befca212455cffcae56b84ee55050ad62be)
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@@ -1,8 +1,8 @@
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// WD Engi Exclusive
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namespace Content.Shared._White.BucketHelmet;
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/// <summary>
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/// This is used for bucket helmet.
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/// WD Engi Exclusive.
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/// </summary>
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[RegisterComponent]
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public sealed partial class BucketHelmetComponent : Component
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@@ -1,8 +1,8 @@
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// WD Engi Exclusive
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namespace Content.Shared._White.BucketHelmet;
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/// <summary>
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/// This is used to block stripping headsets when bucket helmet is on.
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/// WD Engi Exclusive.
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/// </summary>
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[RegisterComponent]
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public sealed partial class PreventStrippingFromEarsComponent : Component
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@@ -1,10 +1,11 @@
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using Content.Shared.Damage;
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using Robust.Shared.GameStates;
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// WD Engi Exclusive
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namespace Content.Shared.DamageableClothing;
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/// <summary>
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/// This component goes on an equippable item that should take damage while in use.
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/// WD Engi Exclusive.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class DamageableClothingComponent : Component
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@@ -1,8 +1,8 @@
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// WD Engi Exclusive
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namespace Content.Shared.DamageableClothing;
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/// <summary>
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/// This component gets dynamically added to an Entity via the <see cref="DamageableClothing"/>
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/// This component gets dynamically added to an Entity via the <see cref="DamageableClothing"/>.
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/// WD Engi Exclusive.
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/// </summary>
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[RegisterComponent]
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public sealed partial class DamageableClothingUserComponent : Component
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@@ -1,8 +1,11 @@
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using Robust.Shared.Timing;
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using Content.Shared.Inventory.Events;
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// WD Engi Exclusive
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namespace Content.Shared.DamageableClothing;
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/// <summary>
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/// WD Engi Exclusive.
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/// </summary>
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public sealed partial class DamageableClothingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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@@ -1,7 +1,10 @@
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using Content.Shared.Damage;
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// WD Engi Exclusive
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namespace Content.Shared.DamageableClothing;
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/// <summary>
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/// WD Engi Exclusive.
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/// </summary>
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public sealed partial class DamageableClothingSystem
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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