6
2026-01-18 12:53:36 +03:00

33 lines
1.0 KiB
C#

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;
}