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- using Content.Shared.Roles;
- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Contraband;
- /// <summary>
- /// This is used for marking entities that are considered 'contraband' IC and showing it clearly in examine.
- /// </summary>
- [RegisterComponent, NetworkedComponent, Access(typeof(ContrabandSystem)), AutoGenerateComponentState]
- public sealed partial class ContrabandComponent : Component
- {
- /// <summary>
- /// The degree of contraband severity this item is considered to have.
- /// </summary>
- [DataField]
- [AutoNetworkedField]
- public ProtoId<ContrabandSeverityPrototype> Severity = "Restricted";
- /// <summary>
- /// Which departments is this item restricted to?
- /// By default, command and sec are assumed to be fine with contraband.
- /// If null, no departments are allowed to use this.
- /// </summary>
- [DataField]
- [AutoNetworkedField]
- public HashSet<ProtoId<DepartmentPrototype>> AllowedDepartments = new();
- /// <summary>
- /// Which jobs is this item restricted to?
- /// If empty, no jobs are allowed to use this beyond the allowed departments.
- /// </summary>
- [DataField]
- [AutoNetworkedField]
- public HashSet<ProtoId<JobPrototype>> AllowedJobs = new();
- }
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