using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Lock; /// /// Adds whitelist and blacklist for this mob to lock things. /// The whitelist and blacklist are checked against the object being locked, not the mob. /// [RegisterComponent, NetworkedComponent, Access(typeof(LockingWhitelistSystem))] public sealed partial class LockingWhitelistComponent : Component { [DataField] public EntityWhitelist? Whitelist; [DataField] public EntityWhitelist? Blacklist; }