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 { [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; }