using Robust.Shared.GameStates;
namespace Content.Shared.Shuttles.Components;
///
/// Marker that specifies a map as being for FTLing entities.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FTLMapComponent : Component
{
///
/// Offset for FTLing shuttles so they don't overlap each other.
///
[DataField]
public int Index;
///
/// What parallax to use for the background, immediately gets deffered to ParallaxComponent.
///
[DataField]
public string Parallax = "FastSpace";
///
/// Can FTL on this map only be done to beacons.
///
[DataField, AutoNetworkedField]
public bool Beacons;
}