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;
}