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- using Content.Shared.Storage.EntitySystems;
- using Content.Shared.Whitelist;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Storage.Components;
- // Use where you want an entity to store other entities on collide
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(StoreOnCollideSystem))]
- public sealed partial class StoreOnCollideComponent : Component
- {
- /// <summary>
- /// Entities that are allowed in the storage on collide
- /// </summary>
- [DataField]
- public EntityWhitelist? Whitelist;
- /// <summary>
- /// Should this storage lock on collide, provided they have a lock component?
- /// </summary>
- [DataField]
- public bool LockOnCollide;
- /// <summary>
- /// Should the behavior be disabled when the storage is first opened?
- /// </summary>
- [DataField]
- public bool DisableWhenFirstOpened;
- /// <summary>
- /// If the behavior is disabled or not
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool Disabled;
- }
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