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- using Content.Shared.Whitelist;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Shuttles.Components;
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class FTLDestinationComponent : Component
- {
- /// <summary>
- /// Should this destination be restricted in some form from console visibility.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
- public EntityWhitelist? Whitelist;
- /// <summary>
- /// Is this destination visible but available to be warped to?
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
- public bool Enabled = true;
- /// <summary>
- /// Can we only FTL to beacons on this map.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool BeaconsOnly;
- /// <summary>
- /// Shuttles must use a corresponding CD to travel to this location.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
- public bool RequireCoordinateDisk = false;
- }
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