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; }