using Content.Shared.Security.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Security.Components; [RegisterComponent, NetworkedComponent] [Access(typeof(DeployableBarrierSystem))] public sealed partial class DeployableBarrierComponent : Component { /// /// The fixture to change collision on. /// [DataField("fixture", required: true)] public string FixtureId = string.Empty; }