using Content.Shared.Cloning; using Content.Shared.Whitelist; using Robust.Shared.Prototypes; namespace Content.Server.GameTicking.Rules.Components; /// /// Gamerule component for spawning a paradox clone antagonist. /// [RegisterComponent] public sealed partial class ParadoxCloneRuleComponent : Component { /// /// Cloning settings to be used. /// [DataField] public ProtoId Settings = "BaseClone"; /// /// Visual effect spawned when gibbing at round end. /// [DataField] public EntProtoId GibProto = "MobParadoxTimed"; /// /// Mind entity of the original player. /// Gets assigned when cloning. /// [DataField] public EntityUid? Original; /// /// Whitelist for Objectives to be copied to the clone. /// [DataField] public EntityWhitelist? ObjectiveWhitelist; /// /// Blacklist for Objectives to be copied to the clone. /// [DataField] public EntityWhitelist? ObjectiveBlacklist; }