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; }