using Content.Shared.Storage.EntitySystems; using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Storage.Components; // Use where you want an entity to store other entities on collide [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(StoreOnCollideSystem))] public sealed partial class StoreOnCollideComponent : Component { /// /// Entities that are allowed in the storage on collide /// [DataField] public EntityWhitelist? Whitelist; /// /// Should this storage lock on collide, provided they have a lock component? /// [DataField] public bool LockOnCollide; /// /// Should the behavior be disabled when the storage is first opened? /// [DataField] public bool DisableWhenFirstOpened; /// /// If the behavior is disabled or not /// [DataField, AutoNetworkedField] public bool Disabled; }