using Content.Shared.Lock; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Trigger.Components.Effects; /// /// Will lock, unlock or toggle an entity with the . /// If TargetUser is true then they will be (un)locked instead. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class LockOnTriggerComponent : BaseXOnTriggerComponent { /// /// If the trigger will lock, unlock or toggle the lock. /// [DataField, AutoNetworkedField] public LockAction LockMode = LockAction.Toggle; } [Serializable, NetSerializable] public enum LockAction { Lock = 0, Unlock = 1, Toggle = 2, }