using Content.Shared.Roles;
using Content.Shared.SprayPainter.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.SprayPainter.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PaintableAirlockComponent : Component
{
///
/// Group of styles this airlock can be painted with, e.g. glass, standard or external.
///
[DataField(required: true), AutoNetworkedField]
public ProtoId Group = string.Empty;
///
/// Department this airlock is painted as, or none.
/// Must be specified in prototypes for turf war to work.
/// To better catch any mistakes, you need to explicitly state a non-styled airlock has a null department.
///
[DataField(required: true), AutoNetworkedField]
public ProtoId? Department;
}