using Robust.Shared.Configuration; namespace Content.Shared.CCVar; public sealed partial class CCVars { /// /// Controls whether the server will deny any players that are not whitelisted in the DB. /// public static readonly CVarDef WhitelistEnabled = CVarDef.Create("whitelist.enabled", false, CVar.SERVERONLY); /// /// Specifies the whitelist prototypes to be used by the server. This should be a comma-separated list of prototypes. /// If a whitelists conditions to be active fail (for example player count), the next whitelist will be used instead. If no whitelist is valid, the player will be allowed to connect. /// public static readonly CVarDef WhitelistPrototypeList = CVarDef.Create("whitelist.prototype_list", "basicWhitelist", CVar.SERVERONLY); }