using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Conditions; /// /// Checks if a triggered entity or the user of a trigger has a certain mindrole. /// Cancels the trigger otherwise. /// /// /// Mind roles are only networked to their owner! So if you use this on any other entity than yourself it won't be predicted. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class MindRoleTriggerConditionComponent : BaseTriggerConditionComponent { /// /// Whitelist for what mind role components on the owning entity allow this trigger. /// [DataField, AutoNetworkedField] public EntityWhitelist? EntityWhitelist; /// /// Whitelist for what mind role components on the User allow this trigger. /// [DataField, AutoNetworkedField] public EntityWhitelist? UserWhitelist; }