using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Conditions;
///
/// Checks if the user of a trigger satisfies a whitelist and blacklist condition.
/// Cancels the trigger otherwise.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class WhitelistTriggerConditionComponent : BaseTriggerConditionComponent
{
///
/// Whitelist for what entities can cause this trigger.
///
[DataField, AutoNetworkedField]
public EntityWhitelist? UserWhitelist;
///
/// Blacklist for what entities can cause this trigger.
///
[DataField, AutoNetworkedField]
public EntityWhitelist? UserBlacklist;
}