using Content.Shared.Construction.EntitySystems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Construction.Components;
///
/// Will not allow anchoring if there is an anchored item in the same tile that fails the .
///
[RegisterComponent, NetworkedComponent, Access(typeof(BlockAnchorOnSystem))]
public sealed partial class BlockAnchorOnComponent : Component
{
///
/// If not null, entities that match this whitelist are allowed.
///
[DataField]
public EntityWhitelist? Whitelist;
///
/// If not null, entities that match this blacklist are not allowed.
///
[DataField]
public EntityWhitelist? Blacklist;
}