using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Warps;
///
/// Allows ghosts etc to warp to this entity by name.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class WarpPointComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField]
public string? Location;
///
/// If true, ghosts warping to this entity will begin following it.
///
[DataField]
public bool Follow;
///
/// What points should be excluded?
/// Useful where you want things like a ghost to reach only like CentComm
///
[DataField]
public EntityWhitelist? Blacklist;
}