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