FTLDestinationComponent.cs 1.0 KB

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  1. using Content.Shared.Whitelist;
  2. using Robust.Shared.GameStates;
  3. namespace Content.Shared.Shuttles.Components;
  4. [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
  5. public sealed partial class FTLDestinationComponent : Component
  6. {
  7. /// <summary>
  8. /// Should this destination be restricted in some form from console visibility.
  9. /// </summary>
  10. [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
  11. public EntityWhitelist? Whitelist;
  12. /// <summary>
  13. /// Is this destination visible but available to be warped to?
  14. /// </summary>
  15. [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
  16. public bool Enabled = true;
  17. /// <summary>
  18. /// Can we only FTL to beacons on this map.
  19. /// </summary>
  20. [DataField, AutoNetworkedField]
  21. public bool BeaconsOnly;
  22. /// <summary>
  23. /// Shuttles must use a corresponding CD to travel to this location.
  24. /// </summary>
  25. [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
  26. public bool RequireCoordinateDisk = false;
  27. }